28 Results
2D/3D FEEDBACK
Textures on the wall are too dark, it is not clear what material it really is. It is connected with shadows in different feedback here. Texture on the vase have a standard issue - bad scale or UV mapping. You should change scale or mapping.
2D/3D FEEDBACK
Try to add more variants of trees, these looks exactly the same, so its texture mix together. It can also help to use better shadows settings to sepparate each tree.
2D/3D FEEDBACK
Using more of 2-point perspective can help to introduce the real dimmensions of this design. It is also better for observer to understand space. To be clear, I do not think it is neccessarry to add 2 point perspective at maximum level.
2D/3D FEEDBACK
It is pitty, that there is no ¨real skies¨ effect used, or some HDRI map. You can instantly improve your rendering just by using this one effect. You can see it here: https://www.youtube.com/watch?v=3qjDhWqOkaI
2D/3D FEEDBACK
This is a nice look that could be fine-tuned. What spoils the first impression is the repetitive texture. It is a texture of the landscape, there it is possible to easily change the scale with one slider. Maybe I would use a two-point perspective for more dramatic view.
2D/3D FEEDBACK
Texture in fron is not plastic, you can use displacement map for improving. Here is example to see impact: https://www.youtube.com/watch?v=A9arq26Lh0k Textures on facade needs to be sharpen a bit and there is missing 3D grass material. It is just one click to set 3D grass and it fits better to 3D trees and so on.
2D/3D FEEDBACK
Here it would be clearly desirable to use the texture of 3D grass. It has existed in Lumion since version 4. It is also useless to give a climbing plant as a 3D model, it will unnecessarily load the graphics card and slow down calculations. It is better to use climbing plants from the library, or 3D material.
2D/3D FEEDBACK
This is an interesting picture - the part is very good, but then there are a few elements that spoil the impression. The part in the green marking is almost perfect photorealistically and visually pleasing. But then there is the large-scale texture, the lack of profiling of sidewalks and paths, some shape that is not completely smooth, etc. Overall, the camera is aimed unnecessarily low, it would be better to move the shot more up to the sky. (move camera down and look more forward)
2D/3D FEEDBACK
This is a nice visualization, the spread of light is beautifully shown here and the whole space can be seen pleasantly. I like these empty school spaces, because you can imagine the life that will come soon. What spoils the overall impression of this picture are too white areas of glass and panel. White is so extremely white that the gradient and spatiality are lost. As the work with light is pleasantly shown in the upper part of the picture, the observer is lost on white surfaces.
2D/3D FEEDBACK
This visualization is very good. The composition is very good.
I would add more detail to the wood texture.
2D/3D FEEDBACK
I like the mood of this project. I would add more detail to the model and change the orientation of some textures.
2D/3D FEEDBACK
I like how the render is colorful and full of life. It has a very positive effect. I would add more detail to the textures and model.
2D/3D FEEDBACK
I would add more detail to the model.
2D/3D FEEDBACK
I would add more detail to the texture of the sidewalk and roofs.
2D/3D FEEDBACK
This project has a very nice atmosphere. I would add more greenery - trees, shrubs and 3d grass. I would add more detail to the textures and model.
2D/3D FEEDBACK
I would add more greenery to the background and objects to balloons.
2D/3D FEEDBACK
I would choose a different view. I would add more detail to the textures.
2D/3D FEEDBACK
Nice view. I would add more detail to the textures.
2D/3D FEEDBACK
The texture on the facade disappears and the whole building thus becomes a uniform strange area, which is visually incomprehensible. The use of greenery is very pleasant. So are the animals. They also have a bad cut, but it doesn't really matter at all. :) The shadows on the trees are a little more confusing.
2D/3D FEEDBACK
Very nice interior. I would just add more detail to the wood texture.
2D/3D FEEDBACK
Very nice interior. I would just add more detail to the wood texture.
2D/3D FEEDBACK
Here could be a bit more ambient light from the roof. And still same issue with texture. Myaby tehere can be some furniture or somethig, explaining funcionality of these nonvertical walls.
2D/3D FEEDBACK
I would add more greenery and detail to the textures. I would adjust the focus of the image.
2D/3D FEEDBACK
Very nice interior. I would add more objects to make the space look cozy and inhabited.
2D/3D FEEDBACK
Very nice interior. I would add more objects to make the space look cozy and inhabited.
2D/3D FEEDBACK
When choosing a presentation of empty space, it is necessary to have a model and textures processed in greater detail. Here I see shortcomings especially in texturing. It would be useful to improve the textures so that each has its own direction. Ie. Divide the areas in the model according to orientation or purpose (floor, walls, etc.) You can see it on the nearest areas, balconies. Of course, this could be solved by another camera option, looking from these balconies. Other textures are also relatively little plastic, it would be appropriate to gift a more pronounced relief and adjust the lights so that the whole space is not illuminated by a uniform light. I would illuminate the stage more than the rest of the hall.
2D/3D FEEDBACK
I just took a quick look at how the impression of the space changes if the lights in different parts are set differently. Of course, it's just a 2D adjustment (I don't have 3D available), so it's not accurate at all and the shadows don't fit.
2D/3D FEEDBACK
Using a larger focal length and view from a human height is also suitable indoors. If I don't fit into the space, due to the large focal length, I have a "clip near camera" effect that will solve it.
2D/3D FEEDBACK
I like that the first is this view, which clearly shows the building. For such architecture, it is a pivotal performance. Of course, it doesn't play a wow effect. In any case, thanks to the shape and textures, the building does not need to be modified in any way, but the textures of the surroundings and the detail of its processing are dismal. The textures are repeated, it can be seen that the surroundings are not processed and it spoils the impression of visualization. The road should have bollards and basic details. Textures should be a bit diverse so that they do not repeat. Using puddles is a good idea.
2D/3D FEEDBACK
We have already described the problems with textures in previous comments, but here it would be good to clarify that callars on such a facade have nothing to do. It's probably a bug in the program in which it's done, but it could certainly be fixed by giving the material for these shots more gloss and reflectivity. therefore, this error would not be visible or not so much. This material looks worn out.
2D/3D FEEDBACK
This could be main shot, but i will preffer to use human perspective. This camera is too hight.