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The Peak (Archviz WIP)

Posted: Wed Jun 02, 2010 10:35 pm
by redmotion
This is a SketchUp model I'm working on. Modelling and materials still a WIP. Based closely on a newish office building in central London.

I want to take some shots of the model that resemble architectural photography rather than architectural visualisation.
test_render2_224samples_20m50s_sm.jpg
(Posted this in the Gallery by accident, so reposting here - it's a WIP - original post deleted.)

Re: The Peak (Archviz WIP)

Posted: Thu Jun 03, 2010 2:17 am
by PhilBo
I like the sky reflections in the windows and the camera angle / FOV.

Nice render.

Re: The Peak (Archviz WIP)

Posted: Thu Jun 03, 2010 7:44 am
by SurfingAlien
very nice!
I really like the PoV and the detail solution at the corner (where the curtain wall meets the pilaster)
well done!

Re: The Peak (Archviz WIP)

Posted: Thu Jun 03, 2010 8:16 am
by GeorgoSK
redmotion wrote:This is a SketchUp model I'm working on. Modelling and materials still a WIP. Based closely on a newish office building in central London.

I want to take some shots of the model that resemble architectural photography rather than architectural visualisation.
(Posted this in the Gallery by accident, so reposting here - it's a WIP - original post deleted.)

You will need different aspect ratio for your composition.
And I think your FOV is too extreme, in architectual photography(visualisations...this isn't new...everybody is trying to reach photography style) they try to eliminate third perspective by using expensive lens and lens correction in post production.

edit:grammar mistakes :)

Re: The Peak (Archviz WIP)

Posted: Thu Jun 03, 2010 8:51 am
by Amplitude
interesting angle and that glass starts to look good also.
However I agree that the aspect ration is maybe not the best suited for such shot.
I would do a square ratio and avoid to crop that top corner of the building.

looking forward for your next update :)

Re: The Peak (Archviz WIP)

Posted: Thu Jun 03, 2010 12:14 pm
by redmotion
Thanks for the comments!

Yeah, the reason the top is cut off atm is to hide the fact that its missing! The next task is to get this modeled, along with some experiments to get some lighting into the interior and better materials (possibly more transparency/ imperfections in the glass).

I'll look into tweaking the FOV soon (wish there was a barrel lens distortion effect built into the Octane camera!) but I wanted to fit exactly what you can see into the view. The view is probably (in reality) taken from under the ground. I also wanted to purposefully ignore the "get rid of the third perspective" rule.

As I work with Octane, I wish (even more - already made a request), that you could record different camera positions into a pull down menu, extract materials set/edited inside the mesh node out into the node tree and also transfer(copy-paste)/export/import them between scenes/mesh nodes. I know the plugins can get around some of these issues but I still think they would be useful (if not ESSENTIAL) additions to the Octane GUI.