Doors
Doors should always include a knob or handle. Most often the height of the knob will be 36″ – 40″ above the floor.
Doors should always include a knob or handle. Most often the height of the knob will be 36″ – 40″ above the floor.
No gaps or holes should exist unless shown in the DWGs. These are commonly found under buildings, or at bottoms of doors. Fill in the “ground” and/or move the geometry as needed.
Window “pop-outs” generally project out 2 inches from the face of the building. Sometimes at the top or bottom of the window, we might have a horizontal base or header, and often these are pushed out an additional 2″ (total of 4″ off the facade).
Long horizontal accent bands which often span the length of the wall, typically have a depth of 4″. Check the ends of the building elevations to see if this detail is drawn. It may also be indicated in the notes.
Ridge roof tiles should not hang over the corners
Stucco expansion joints are generally .75″ wide, and .5″ deep, so they should not be too bold. Color is usually the same as the adjacent walls. These should only be “cheat modeled” with splines if the camera is far enough away to not tell the difference. Care should be taken when reading cad elevations. Do not confuse hidden lines (for the roof) as stucco joints. Also, typically at outer corners, the joints will turn the corner and continue.
If you see any unusual elements or objects on a building, check the drawings to see if it exists and if it should be visible. Sometimes hidden lines in the cad end up visible in the 3D model.
Windows should show HDR refections, and preferably have blinds behind glass for bedrooms. We have a script that can make blinds en-masse very quickly. (needs to be tested with newer versions of 3dsMax, though. Also requires a particular orientation of the window geometry. ) See demo videos below, and ask John for the install file.
youtu.be/i-gA4oka4GQ?si=JSExf1siCCyl5SEN
youtu.be/EB7nKE3o66s?si=YmAZU4pq88e0tL85
Most often a material will turn and continue at a corner. Generally material changes will occur on inner corners, NOT outer corners. Often, materials like brick or stone will turn the corner and terminate after 1-2 feet.
Plant sizes should be randomized within 20%. For example, set the random scale to minimum of 90% and maximum of 110%, or 40-60% if that’s appropriate for the situation. Generally, Any more than this and it becomes distracting and unattractive.
Check LS plan for any unusually empty areas for plants that may be been overlooked
These palm trees sometimes reveal this terrible shadow line if rotated a certain degree with the sun at a certain angle. Try rotating the tree, or adjusting the bump map settings in the material to soften this shadow line. If you see this on any other trees, and it’s clear the shadow line should be soft, seek similar solutions.
Avoid overly dense planting with plants/trees that are too large. The result looks like a “jungle” and is unattractive.
All plants should resemble the actual species. Brief seasonal colors and short-lived flowers should usually be ignored unless we get a special request from the client. If you are not already familiar with the species, search Google Images for examples using the scientific names. Often, when a plant does have a bright seasonal color, the example images will highlight this. So the bright color should serve as your red flag to learn if the plant only looks this way for 2 weeks out of the year.
We also will typically show trees “in their youth”, smaller and more transparent than when the tree is 20 years old.
Make sure fences are located accurately and have no gaps. Gates should look like gates
Fence posts should be logical. The Railing Tool in 3dsMax does not typically create an acceptable fence without extra work. Posts should be located at all corners, and between corners, posts should be equally spaced, or have some other thoughtful logic.
Smooth surfaces should always be smooth, not faceted. For example, we often see a radiused curb with faceted sides. Set smoothing groups appropriately.
Make sure No Parking zones have diagonal painted lines
If you see geometry that looks like someone can easily trip over it, check the drawings or ask your supervisor
Chamfered tops on sidewalks and curbs is a .5 inch radius. Use script.
Sidewalks and curbs should typically use the same concrete material. We have a preferred texture.
Sidewalks should slope to pavement level where drawn in site plan, curbs to be modified appropriately. The ramps are not always obvious in site plan drawings, but if the sidewalk appears to lead into a crosswalk, or it is obvious that pedestrian traffic would flow off the sidewalk, most likely we will need a ramp.
Tops of walls and columns should be finished appropriately. Do not simply continue box mapping on the top surfaces.
See example images for acceptable edges along swimming pools.
Swimming pools should show realistic depths, and vary at logical locations
Swimming pool basins to have radiused corners for softened appearance
Sidewalks and pool decks (unless built with pavers) should have expansion joints. Use maxscript.
Excessive sky or foreground (grass, concrete, pavement) should be cropped out equally.
If a tree, column, or other element is significantly blocking the view of something important, it can often be omitted. When in doubt, ask a supervisor.
Trees should not be too big so that they obscure the view of the buildings or other important details. Shrubs should appear like they get trimmed every 2 weeks. We should only show large shrubs as an accent, or to soften a large, bare wall.
Subject building(s) should typically be located in the vertical center of the image.
Cars should primarily be black, white, silver, dark gray, with other colors in lesser amounts. Bright colors should be minimized or omitted, and not a distraction in the image.
Flowers rendered using Forest Pack tend to look dark and dull. This can be corrected by going to the diffuse texture map and turning off the filtering. Then go to the Output settings and increase the values to brighten the texture.
Try to make sure we can see details in shadowed areas. Example… brick pattern on the shady side of a building. Sometimes GI will obscure these details, but the right settings will reveal them.
Skies should be photoreal. Not overly saturated. Little or no noise should be visible. Clouds should be “light”, not dark or threatening.
Sun angle should be direct on 1 side of buildings, and shadow on the other. Sun should never be located behind the camera.
Clothing, general appearance should match the project design. Casual? Dressed up? Athletic? Swim suits? Poor? Wealthy?
People should not be in distracting poses, or have facial expressions that attract attention from the viewer.
In the U.S. it is important to show diversity in skin color and nationality. We can’t have all people with white skin and blond hair. Add African American, Asian, Indian, or Mexican people. Apply this to at least 30% of visible people.
People should generally not be placed too close to the camera, such that it becomes completely obvious that they are 3d models. It is possible now to use Stable Diffusion to enhance foreground people.
Small groups of people should appear to be socializing with each other
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