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What do you think makes for good architectural visualization?

I’m into game design more than archviz but the latter still interests me. I’m wondering what you’ve learned about architectural visualization or architectural photography that you think are most important.

What are some of the best examples of archviz/archphotography?

What fundamental principles or general goals are usually central to archviz/archphotography?

Are reference materials, especially easily available ones, that you’d recommend?

There are too many things to say, I would have to write a book. First of all if you are looking at it as a profession the field is over saturated with artists and it will be a tough road, that said go here and join the forums, look at the featured work in the gallery, see who’s getting praise, research what people are getting paid, read about what is expected from you by clients etc. etc.

http://www.cgarchitect.com/

Lighting and materials.

There are 2 distinct goals in Arch Viz.

  1. Render to impress and sell the product.
  2. Render to accuracy not too much movie gimmicks and false lighting.
  3. You would only do the gimmicky extra lightings and FX for the marketing posters.

Composition, lighting, materials, subject…

Best archviz imo… MIR.no, BBB3Viz.com, www.the-boundary.com, Hayes Davidson are just a couple examples.

Best materials imo : Arroway textures packs, substances, megascans (when it’s ready)

As an armchair (non-paying) client I would like to see lots more people (as in in-game characters) in ArchiViz. I think realtime of course has so many advantages to interactive lighting and materials, but people walking about, sitting down, moving, makes everything come alive and would, as a layperson, I think, help clients and the general public understand the architecture in context.

A family friend of my parents who is a semi-retired architect put it quite bluntly, at a time when I was gawking at realtime ArchiViz. He said, well, if you’re not selling enough x units of a certain project, then you need to make y marketing materials. Puts it into a somewhat pedestrian but realistic perspective (a lot of unintended puns in that sentence).

People would be great if they looked good. To have a beautiful design rendered photo real and then drop in bad looking people doesn’t cut it I’m afraid. I resist putting in people (real people cut outs in photoshop) even in my still renders because they look bad.

Give makehuman.org a try. Think of it as Substance Designer for human modeling. :smiley: