Brian_Donlin:
You’re not going to get it 100% right in Keyshot. You’ll likely need to add textures, adjust highlights/shadows, add reflections, and more in Photoshop afterward.
Just going to throw this into the mix regarding smartphone ID… this is a GPS, but still, 95% screen on the front, thin edge, blank back. This is pretty well done, in my opinion: https://www.behance.net/gallery/48680889/Garmin-DriveLuxe
Thanks for that, and yes, I see your point on perhaps exploring form and adding texture in photoshop. I played around with contrast and sharpness in Photoshop, but that is about it. I’m taking it to the next level for my next project.
bepster:
cdesign:
May I ask how to create more realistic renderings of materials in Keyshot? I really played around with the materials, the standard ones and some of the ones from the cloud, and played with the texture sizes… And to be honest I think they look realistic in my renderings, could you point out how they don’t look real to you and how I can improve them?
Your renders are not bad at all. I think it’s just that maybe they can pop a little more
For sure, in order to make a Keyshot render pop, Photoshop is almost definitely necessary.
I pretty much always use a High Pass layer to give the image more defined sharpness and sometimes add reflections, glares and noise on separate layers.
Another thing to keep in mind is the lighting within Keyshot and playing with depth of field.
To me, lighting is almost more essential than the material selection and I pretty much never use the standard setups.
For example, the Startup HDRI is way too dull, imo.
This is a personal observation but I have always found it easier to render dark materials than lights ones.
I had a few minutes during lunch so I took the liberty of seeing what I could do with the render you provided.
It’s always kinda silly suggesting stuff and then not showing it
Thsi can definitally be waaaaaay improved and to get really good results, you would probably have to re-render it with different lighting and then edit a high-res version.
Also what the render should look and feel like is highly subjective but personally, maybe this is where I would try to take it… kinda.
I completely see what you are saying now. Your rendering is less contrasty and more descriptive with a lot bigger range of values. Thank you so much bepster, I really really appreciate the incite, and thank you for taking a few and working an example out.