Author Topic: road work testing  (Read 188 times)

Offline micvswind

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road work testing
« on: November 30, 2017, 11:45:17 AM »
here is a testing work about road story.and i have no idea to improve it right now.
may be  you guys could give me some suggestions.thanks.

regard.

Offline digitalguru

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Re: road work testing
« Reply #1 on: November 30, 2017, 02:13:53 PM »
I think your road is a little too shiny - and needs a bit more diffuse to it. It would be bouncing more light onto your car which seems a bit under lit at the moment.

This reference is not a million miles away from your image.

p.s if you were to think like a cinematographer in this situation - shooting straight into the sun is going to silhouette objects facing the camera  - like the front of the car. The side would get some reflection from the sky and the road, but you might have to fill in the front - a big white card (basically a plane object with a white shader on it) placed behind the camera pointing at the car might simulate that ( and is what a DP might do)


« Last Edit: November 30, 2017, 03:40:00 PM by digitalguru »

Offline otakar

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Re: road work testing
« Reply #2 on: November 30, 2017, 04:41:39 PM »
What are you trying to improve? Just the road? Does the sun have to face the camera head on?

Offline micvswind

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Re: road work testing
« Reply #3 on: December 12, 2017, 03:13:01 AM »
What are you trying to improve? Just the road? Does the sun have to face the camera head on?

not just the road,the entire image.i like a image with rich detail and i don't know what do i add  to it and keep it is not too mess.
and i expect it like this image bellow:

Offline Dune

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Re: road work testing
« Reply #4 on: December 12, 2017, 07:27:13 AM »
You can use a few small fake stones stacked, make them very dark or almost black, and one of the stones (with a lesser coverage) with a reflective shader. Then you can use a PF to further mask the reflection (and or the stones it sits on) in patches, like in the photo. And perhaps mask further by distance to emphasise only close-by reflections. Play with the refraction and amount of reflection, but make sure you turn off RT!
In case you still haven't seen enough of my work: www.ulco-art.nl

 

anything