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OK – the task- to complete the list
Of the most commonly made mistakes
On the example of hundreds of visualizations
whom it will be interesting for?
For designers ordering visualization
For visualizers executing visualization
For managers who
Do their work effectively
And for director to organize efficient
Work together with his
Employees – do develop working process
For people who are
already professionals
This is a wonderful opportunity
To systematize your knowledge
And if you know something extra
You have opportunity to suggest us
If I skip something
Send us your examples by the way
For each particular element
Which we will discuss
I will give you an opportunity to develop a structure
To know what mistakes are possible and how to avoid them
As I’ve already said each block will contain general
Recommendations, general rules
Expatiations to them and commonly made mistakes
We will not review deliberately
Terms connected with
GAMMA
How shall it be done - what shall be done
We will just specify
What we need to see, that means
We will review all our rules and elements
Not from the technical point of view
But how the work is seen by
A customer
That’s why this information
Will be useful for everybody
And don’t be surprised there will not be any technical
Information concerning how to do
What to do in Vray or mental ray
Or in 3D max
To make it look like this
We will speak about it separately or
You need to master all this independently
In general we will speak about
adequateness principles
That means
Image shall be within adequate limits
Something like this
What is it? For every one it is personal
Every visualizer has own
Limits of adequateness
And designer and customer – their own understanding
We will try to combine them
And to find an intersection point
Where they cross each other going from the left
And from the right
OK, let’s start
Are you ready?
The first part
Is concerning modeling
First of all let’s start from the rules
First image – unfortunately isn’t signed here
But I have a summary
Most probably you will have it too
You can call them
somehow
We work on a first image, everything shall be seen
I will make some marks here – what does it mean?
All geographical features of a room
Such as walls
arches
Fire places, aquariums, bar counters
And others shall be deep-laid
What does it mean?
It means you need to show all joints, junctions
smalls
A small details of fastening – everything like in a
Real life – as we see it
There can’t be
An ideal surface – there is always
some bevels, some chamfers
When we have two jointing
Elements we need to do them
with a slight split, with a small bevel
All these things look very good in visualization
A lot of people miss them
Getting a solid-cast
element
We need to avoid this solidity
And to add details as much as possible
It is not difficult
To add details and do bevels
All this
Leads to a high-quality
image
The more details model has
The more realistic image looks like
So as I said you need to add
smalls
Door hinges, handles
locks
What else we may have
Different keys
And naturally details shall
Correspond to real subjects
No need to create any
additional
things as well as to forget about
Things which exist
by default
This example with
A night table and
ceiling and the second example with
A floor
I strongly recommend doing
Each bevel separately
For it can be seen
In any illumination and
In any case these bevels shall be noticeable
In this case on the tile
I strongly recommend
to do like this
The second rule
All elements
Here let’s have a look
On item illustrating
Previous rule
How it is applied in a real life - before we had a scheme
And here we see it on image
It is done not with texture but with geometry
Everything assembled
Is done with geometry to the maximum
And this helps us greatly
because
With high resolution it looks
Like a high quality image
Here is one more example
You can see a neat bevel
Made on gypsum wallboard
Or on opening
It can’t be ideally flat
And all sides are shown here
The proper bevel - it is hardly seen
Because of low resolution
It is on the ceiling - everywhere
On each element
You can see bevels
See how details were made
Everything is connected as per
proper algorithm – proper joint
One more illustration and
It will be concerning
The second rule and the second modeling rule says
That not only elements of
Background and geometry elements
Shall be done ideally
But also details and pieces of furniture
Everything included into interior shall be done
With maximum details
All elements of furniture and filling
Shall be done as per customer’s assignment
On the same
high quality level
Every model downloaded from
The internet
If you use ready-made models
Shall be checked by you
for a quality level
Before you use it in your project
I don’t mean mistakes
which can be made
I mean general
correspondence
Of some particular model to your quality
requirements cause if it doesn’t fit
You need either to search for
Another one
Or perhaps there is an opportunity
To improve it not to have everything done
In details, beautiful and in a good quality
And to have a model somewhere on the foreground
Without bevels
Which will look like
As it was made with an axe
Do not make this awkward mistake
And if you look attentively
It’s not a high resolution
But I think you can see all details
See how sharply
All nut elements are done
Very detailed clamping
Almost on a spacer level
Every bolt is done, fixed and joint
This is very good and you shall understand
That we will hand in an image
Not on a screen as I show it now
Most probably in will be handed in
In a printed form
At least it shall be printed
For your portfolio
or you may show it
Somewhere on exhibitions
Either in printed form or your client will show it
In printed form so it won’t be so difficult
Everywhere and always
To watch details carefully
We always require and notice
Those people who watch details
And those who leaves work well alone
Thinking – why shall I do
those three little extra balls
It is absolutely not so difficult
It is done as all pieces of furniture - geometrically
All you need to do is
Only one nut or one spacer
If it will be seen and just to copy it
It will take 30 seconds not more
And it is not a big loss
Is a general time consumed
But you will have a very detailed, carefully
And attentively made image
See how this torch is made
There is a chamfer here
I mean
Reflection – reflected light
If there is no a bevel - it will be never seen
And the same is everywhere – each element of a detail
Adds some reality
Into this image – and here naturally
Is the same, everything is executed in a proper way
Each billet is done separately
Modeler treated very attentively
With his work
Ok, let’s proceed
What objects shall be on the image
For example furniture
Let’s have a look on
This sofa
Or the table
It is seen that all separate
Elements are executed very well -
Almost ideal
No segmentation is seen
Nothing similar
Everything is done with love with feeling
How it needs be
And this is cool and good
Including ventilation system
Is done very good
It’s not only a grating put here
But if you pay your attention
On this example
You will see a hole there
And all this influenced on a general content
And on the image quality
And this is very important. Next part… Question:
There are some bards on…
Answer: naturally you shall not be fanatic in it
You need to understand
where is the limit
What will be seen and what will be not
That’s why I’m pointing your attention on
Geometrical objects
Which refer to
Joints,
To created elements
we do it by default that it needs to be done
You will be asked to do it anyway
And they will be seen
And concerning details on objects
You need to do them too
Concerning really small things like bards
No needn’t model them
You can do them by means of texture
This is a visualizer’s work to know where
You can do something by texture
Or material and where you need to do it
By means of a separate geometric object
The general recommendation is
To use geometry not to forget later
And not to trouble oneself with
Adjustment of materials
And yes, it is important, I can repeat it one more time
This is another example
This visualization was done
earlier
Much earlier
And here we have particular mistakes marked
Third recommendation – sizes of a filling model
Shall be of a correct scale
You shall always check a scale
Of an imported model
Even if a difference can’t be seen by sight
That doesn’t mean that there is
No problem with a scale
This concerns filling elements and
Pieces of furniture
When you import something
I would always recommend
to check heights
Remember it - we will speak about it separately
But always need to
Check heights
Of the imported model – sometimes
It can be either bigger or smaller
When you are importing a model
You never know who and how did it
And not always will be able to see by sight
With what quality it is done
I mean sizes
I mean it can be of a high quality
Concerning details and all the rest
But it may be of a wrong scale
That’s why we need to know main parameters
as per design
And
To check them
Further – concerning details of a filling
On this particular image
They are marked
As it is seen with a naked eye that
They are too small, for example
These flowers are too small for this table
That means obviously they shall be bigger
And the pillows are also too small
They look toylike
Here there is also a problem with a camera angle
But a standard problem with the scale
Be attentive
This is rule #3
4 - no segmentation
This is a very often made mistake
Unfortunately it is not clearly seen here
This image shall be reviewed more closely
Here we will speak about the fact
That there is a segmentation on
Radius surfaces
Especially made…
I’m drawing something wrong here
But I think you understood that there are some segments
In this case it is not an ideal right line
Smooth
Circle but made of some segments
And this is seen on high resolution
Very often when image is being created
ATTENTION - in poly modeling
Which is quite popular
these elements
Became problematic, it is important because
They are not seen on low resolution
But became to be seen on high resolution – when you finish everything
And suddenly you get an element
In the foreground
With a low quality geometry
And you feel laziness to remake
Such a big image
Either you or your visualizer or your customer
Will be very angry
If they see
This segmentation that is why
In the 4-th rule I strongly recommend
To check everything beforehand
everything shall be done perfectly
And there shall not be any segmentation
People shall not see segmentation on any element
You need to pay your special attention
On radius surfaces - arches
Round details
Elements as part of filling
Of a facility itself – walls, arches
Columns for example
As well as inside
Pieces of furniture
In this case
We have an example
With the torch
The next part
For high-quality visualization - details are very important
We spoke about it earlier – now we will discuss it
in details
Details like handles for example
We shall be attentive and shan’t forget
That Doors always have handles
As well as windows -
Handles of other type, on folding doors
Everything is done neatly and all details
Which shall be present -
They are on their place
Concerning hinges - at the discretion
In this case they are present
Modeler was not lazy doing this door
And doing the hinges
And it looks very nice
It is seen that work was done
In details and with heart
Here is one more example – it was done recently
It will be difficult for you to see
Author overdid it a little
Yes, you will not see it
But I will explain you what is wrong here
For this door they made
A handle and a lock
And here they overdid themselves
And made the lock too big for this door
That means the lock is too complicated
It didn’t fit to the door
That’s why don’t be narrow thinking
Use only
proper elements
Watch their sizes
The next
part
This is joints on a floor
I devoted a separate topic for it
Because it is important
On a joint of materials – not exactly on a floor
But when we have any joint of materials
There needs to be
A geometric pass
Look here – this is a tile
Everything here is done by means of geometry
And here is a floor line
Sure each particular board is not executed
by means of geometry
Though it could be done in this way too
But in this case it is acceptable
There is no problem with this floor
But we need this pass
As a joint of materials
Because sometimes it can be even worse
When people do materials
Perhaps someone will see himself now
When there is a general surface
And then using a small billet
Someone puts some material from above
And what we get
Here one material
Let’s assume
Some stone and here – not to model everything again
And not to create a new plane
People do another one
Laying above the first - as a result
They get rubbish
Especially on a high resolution
If you do not make this little split
You will get some silly shadow
Plus mapping joints
When you make texture this joint
will never be correct most probably
One material will overlap another
And you will get a dog's breakfast
The ideal way here is this one
As I showed you
Remember and follow it
All participants of your project
Will appreciate it
So customers – check everything
Not to have problems
Which I’ve just showed
On visualizations
Which you accept
The next one:
The same but with panels
Panel joint shall also been limited
With splits and bevels
Pay your attention on
This structure
How it is made
And on this table
I’m speaking about details
Which are present here
How important are
Details and bevels
And
For example a big joint here
Is Not by accident, this joint is also bigger a little
Joint between panels here are less
Here we have the same – there are big and small joints
Even between
Some panels there are divisions
So - all this is important and everything is read - All these joints and panels
And they are different
It is clear – these are two doors
And this is visually seen
This immediately gives
Gravity to this image
Also pay your attention on this door
There is a good light here
I mean – all bevels are seen well
In this way they shall be seen
On your images - each particular element
If you do everything properly
It shall look perfectly the same
This is the way which leads to
A high quality work
So if you do not have the above mentione
Your work will look not so hot
It will look so-so
Here is another example – the same but in
Modern style
Look on these panels
You can see even a wall here
In these panels
Behind them
It also is very good
And the same here – everything is done very good
Clear joints and splits - All this is very important
The next part
What we need to pay attention onµ
Is that
The final image shall not contain
Any glitches in geometry
Glitches mean
Appearance of black spots
Joints of complanar planes
Cracks in geometry
And other aftergrowth
Here also it is difficult to see
But still these are some problems – they are even marked here
I want to remind you – see there are some
Remarks and explanations – all these are
Real intermediate works
Made during our visualization course
So – they are real
Nothing is imagined
It seems everything is well done– with a proper quality
But still there are some problems
Here and here – with chairs
This is a general big problem – one general glitch
It shall be completely remodeled
The same problem can be with complanal surfaces
When they are connected on the same level
when
Surface enters into another surface
And black spots appear
This is also a very big problem
There is a problem with torches here - there are a lot of problems
But now we speak about one particular
Paying our attention on splits and joints
Here is one more example
This is the next – ninth position
There shall not be any intersections
Of geometry objects
For example curtains and cornice, curtains and furniture
Floor molding and frame or any other elements
When we have crossing geometry
It shall be jointed correctly
In terms of
Design and common sense
Also it is not well seen here
At this resolution but the problem is that
The cornice shall be hidden under
The frame and here have the opposite thing
We have the door frame
And it rests upon cornice
Creating this split
Not exactly a split but a clearance
There shall not be such things
This is one of the most common mistakes
For those who saw himself
Always prevent it
Correct variant is this one:
It shall be done like this
We have a floor molding here
Here is a door frame
And further is the door itself
Only in this way
Now on the picture it is done like this
Make a note for yourself
This makes designers mad
And this problem - this mistake
Happens very often
One of the most important and vivid
The next part – everything shall be connected
Very carefully - actually this belongs to the previous item
It should be seen – everything is ideal -
Everything is done very good – but such a trifle
As a result
Spoils a complete work
It is seen that this bunch is done
Not accurately and for some reason
It overlaps the cornice
It shall not be in this way
This shall be cut by a visualizer
Even if you made a render like this
Not a big deal, cut a piece from here
And plaster it over
If you are out of time
But work cannot be handed it like this
Here is one more
One of the latest works
It looks very sad
when
Curtains come into curtains
Curtains into a cornice - this is
One of the most commonly made mistakes
Unfortunately only a few people can do
and like to do fabric
correctly
Because there are a lot of
Contact points
And you need to be very attentive
If these problems can be present you need to do your best
To check yourself
And to avoid them if a designer sees it
He will think you are not accurate
As a visualizer
It will say everything
Everything will be clear
It is impossible to learn
Accurateness, a man can only learn it
By himself or behave it in himself
If you do not have accurateness in your blood
Work with check-lists
The same is with a handle
I haven’t noticed them before
Such handles - it is yet to seek
Better look on handles you have at home
I’m looking right now – they are completely different
This is one more example
it should be seen - everything is OK
But a split here
By the way – this is a correct combination
Of a panel
And a door frame
But there is a split
It happened because author tried to put the door
To the wall
Moreover visualizer knew that
He shall not do like this but most probably
When he pushed in this door it moved into the wall
And all he needed to do
Was to make an opening
Not to be lazy and to make an opening in the wall and to put it deeper
But he decided to leave it as it is
You cannot leave it like this
It will have not gone unnoticed
Be attentive
Here is one more image it seems
very good
In general very good image – gamma and all the rest
But have a look on this split
Created here - it is not well seen
But with higher resolution
It spoils an image greatly
Everything seems correct but there is a light from somewhere
And as a result there is a split
Between left and right walls
Don’t do it, look and check yourself
attentively
The next part in the flying geometry
The next mistake is the check-list
Which shall be checked
Is a Flying geometry
Because of inexperience and carelessness
Our built-in torches slide away
From the ceiling – here is another example – have a look
This is also taken from
The works
Which we receive
In tens to our feedback
Everywhere is the same
Just not accurate and not attentive
You cannot send it to a customer
You need to check it - if you cannot do it yourself
Involve your friends
Somebody else – give him the check list
And ask to
Check. not to have anything flying
Actually here you need to have
Only some general
Attention and understanding
That these problems and mistakes exist
I hope after watching them
You will try to avoid them - at least to check them
Here is one more picture
I like it very much
This is one of works
Which were executed
During the latest course
It seems cool and ideal
But let’s have a look on the pots
Why are all pots flying?
They shouldn’t fly. These splits
Raise up by gravity
Our bushes and plants.
OK, the next part #11
Identical factory made elements
Located in strict rows
For example the armchair shall be turned a little
Along a shift
Created by
Geometric rhythm
OK let’s have a look
This is a useful part
For example here we have
Identical elements
Located in a row
so
What we see here
Some chest
Is shifted a little, another couple is also
Moved somehow - to avoid
This sameness they need to be moved a little
Except where
As we discussed above
Where this rhythm is made
On purpose to support
Some design or
To support some particular style
We will speak about it later
This is a style of Kelly Hoppen - how she does it
And there we will see another location
Strictly in accordance with
Intended grid
Mostly in a standard
Life situation you need to shift a little
Standard factory-made
elements
One against another
To make a slight chaos
But pay your attention - here
They are shifted too much
It looks careless, slovenly – don’t do like this
This is not good
Ideally they shall be all in a row
And one or two
shall be located
On a slight distance as these two
And all the rest is overshot
Here we need
As everywhere we need to
Apply maximum tactfulness
And to change something
A little
The same
Tactfulness we need to apply
With post processing
Not to overdo
And actually in everything we do
To do it properly we need
Only a slight change or addition
In this case
Visualizer overdid it
But nevertheless
This is a good example
The next part
Plant, curtains and other
Alive object in interior
Shall be slightly different
You can turn them
Or change their size
To make them look slightly different
It seems I do not have an image for this part
Yes, there is no picture for this part
The main idea – not to have geometric tying
I believe you understand –
when we take identical plant
We take one model
And turn it
About axis to make it look
Different on a picture
Not as a clone
There cannot be
Clones, identical objects
Also it is better to avoid
Cloning in geometry - have a look
When shapeless things
Are located ideally the same
With ideal
Copying model
This is also not very good
It is physically impossible to put two
Geometric things
So even
By the way here all geometry
Is left unchanged because
These baskets are standard
They look as they should look
Here we can change their view
Only by their location
But in shapeless
Things such as
Plants, towels, growns
And other movable elements
They shall be shifted a little
Somehow changed or turned
Though 180, recolated
Manually a little
So you cannot make them look identical
The next part
This is my favorite – it is called way to heaven
You should close hollows
Under doors
And emptiness behind transparent doors
Through which light comes either
From outside or from another room
It often happens when geometry
Is put not tight as it is shown here
For instance geometry of the door
And the wall
And heaven’s light
Comes from it
Here we can see the same
It is very often made mistake
Please be very attentive
Always remove
Such things by yourself
Don’t wait until designer
Will tell you about it
The next – frosted door
Pay your attention on this frosted door
There shall always be a light behind it
And something shall be happening behind it
In this case image doesn’t show
What shall be happening behind it
We will speak about it in a separate block
Devoted to materials - how it shall be done
Here I wanted to show the essence – I couldn’t find
A better picture – here is one more frosted door
There is something inside
But here
Is some darkness
There shall be some particular gradient
Here there is a small gradient
Here also – if you look attentively there is a small gradient
there is a small gradient too. But there shall
be something behind it - not just darkness
OK, we will speak separately about a frosted door
Some volume shall be shown behind it
The next part focuses on
Volume areas
In this case I made
this central zone
Of a sitting room
I wasn’t asked and I didn’t know
What will be there in this zone
but
To show
Image of a high quality
I had to invent
That there will be a dining room
And locate there some tables and chairs
Only to make it look
Not empty
This was not part of a task - I made it myself
And a customer wasn’t against
An architect –who I did it for
And if you have long passages
And spaces you’d better either ask
What will be further
Or if the task is unknown -
Offer your solutions
For a picture – for visualization
There shall not be long passages without some geometry
It is just physically impossible
It will look like unfinished
It is the same as
Doing mockup houses
On exterior - it is not always rational
And not always good
The next part
Only five points left
In points of connection of a ceiling and
suspended lamps you need to do
Do this fixing element – roses
They are often forgotten by everybody
By modelers and visualizers
And this is an example
One of my works I found it recently
I haven’t done them also
This is an old work
Of 2007 or 2008 year
I was doing an animation
And missed this detail
ÑI was very surprised when I found it
Please don’t miss it
Let it be a rule for you
There shall be some fixing element
The next part
All objects need to have some thickness
Have a look o this fabric
It looks like a blade
It is not acceptable
It cannot be like this
Fabric as any objects needs to have
some seen thickness
The next part – elements shall be
Jointed very accurately
Not to overlap each other
Not to come out of each other
And not to cross each other
The next part
Is devoted to
recessed lighting fitting
Pay your attention
We are not lazy to cut holes in a ceiling
For recessed lighting fitting
And to put them inside
Someone do it by means of patch piece
Pay your attention
I apologize
It is not well seen here
Even here we have
Nominally surface-mounted luminaire
There are some hollows in the ceiling
We cut hollows in the ceiling
And put luminaire above
Yes, with this resolution ?
But it you look here
You can see
That there is some volume
inside - it is well seen on a high resolution
Here the wisiq smears a little
Making picture look with lower quality
I recommend to
Cut holes in a ceiling
And to put luminaire above
It will be pleasant and useful for everybody
And the last part
Concerning modeling
Pay your attention on
relief surfaces
In any good opportunity
Try to do them tridimensional
or if you don’t know
what is two-dimensional and tridimensional
When you accept works from
A visualizer check them to look
Volumetric, it particular it will be seen
On angles and joints
From example if you stretch brick texture
It will look bad here – on joints
It will look like a dog’s dinner
Better not to be lazy and to do it with geometry
Or be means of displace
This is another example
This geometry is well seen at bias light
If we do this bias light
It is twice important
To do it by means of geometry
Than trying to stretch a texture because
It is very difficult to achieve this effect by means of texture
By the way with bricks too
The next picture
shows
How simple
To do this model
Manually
And in 3d
It is not difficult at all
But how realistic will
Final scene look like
When you make a beautiful illumination
This photo shows
What I’ve just explained
And here everything is done with bricks
This is a last example
In this block
when
The element is done in bricks
It’s not well seen here because of
Low quality
And on high resolution it will be seen
That this is a stretched texture
еIf is done by bricks
Effect would be much better and more interesting
That’s why if you can
Do it always in 3d
This is my strict
Recommendation to do like this
All these things on modeling
Are essential
They describe majority of misstates
Which can be done
And they are made very often
And from the one side if you are ordering
And from the other – if you are doing
These are only 20 points
Which we reviewed
Have checked those and ensured
That nothing is flying, everything is in right position
Everything is done
Geometrically - correct and clear
I don’t mean that everything shall be
According to an assignment
It is naturally
If you keep all these
There won’t be any problems or questions
Actually if they are – they will be‚
Minimal and not to you but to
An assignment or from a designer to himself
If you are a visualizer
And if you are a designer
Using these items check all your
Visualizers if something wasn’t kept
Say – point #... from the list
Why your geometry is flying
Or why you have a crossing of a ceiling
With curtains or a cornice with curtains
or
Anything else
From this position
This is all for today
This is all for today
Thank you for this lesson
And spent time
My name is Stanislav Orekhov
See you next time
Good-by