10 Reasons Why Your Render Sucks

Don’t get me wrong, I love 3d art,  I really do. But after spending 7 years scouring the internet for inspiration I’ve become a little bit cynical. Now when I look at 3d art, I only see it’s flaws.

Are my renders perfect? Absolutely not. My portfolio is riddled with flaws. In fact almost every single piece of my artwork violates at least one of these ‘rules’. This article is to share what I’ve learnt as an artist and as an onlooker.

Here’s my top ten pet peeves…

1. There’s no point It doesn’t tell a story, it’s not advertising anything and it’s certainly not pretty. What exactly is the viewer getting from this? Nothing makes me close the window faster than a piece of art with no clear objective.

2. You use pre-made content Stock models are great for studios who want to save time and money by purchasing a pre-made model. But it has absolutely no place in your portfolio. Personally I find no pride in showing someone a render that I haven’t created entirely by myself, but that’s just me. If you don’t know how to model it, why not learn?

3. You’re copying something far more successful I love Wall-E as much as the next guy, but that doesn’t mean I try to mimic what a professional studio has slaved over for years on end. Why? Because unless it’s an uncanny comparison (which it won’t be) viewers will only spot its flaws.

4. You didn’t plan it on paper first It’s easy to tell when an artist failed to put their idea on paper first: it’s a confusing mess. They started with an idea, skipped the planning stage and jumped straight to their 3d program. Most artists cannot model/texture/render in 3d at the same speed as their imagination. The best thing you can do is put it on paper as soon as the idea strikes you, that way you have a reference in 2 weeks time when you’re sitting at your computer and asking, “what was I making again?”.

5. It’s cliche If I see another cave troll or big breasted warrior I’m going to puke. Be original and create something that everyone hasn’t already seen a thousand times.

6. It’s a test render Hey cool, you just got your head around the new array modifier! Don’t post it on the net. Test renders are exactly that. Tests. They are a learning experience that should remain on your hard drive.

7. It’s poorly lit Let me say this once and for all: Dark is not moody. If you want to create a moody atmosphere there are plenty of ways of doing it, but making your scene dimly lit is not one of them. Pick up a copy of Jeremy Birn’s Digital Lighting and Rendering to learn how to light your scene like a pro.

8. You don’t realise it sucks No one likes receiving bad feedback on their artwork, especially after you’ve spent weeks creating it, but to tell the hundreds of posters that they “just don’t understand it” is like throwing salt on the wound. If you want to progress as an artist you need to be able to take critiques on-board and learn from your mistakes.

9. It’s boring architecture Archiviz is great skill to have under your belt. There’s a lot of work available and it pays quite well, but that doesn’t mean it has to be boring and emotionless. Read my post on 20 Architectural renders that break the mold or watch Alex Roman’s amazing short The Third and the Seventh and you’ll pick up dozens of ways to make still architecture interesting.

10. It’s overly post-processed There’s nothing wrong with fixing the colour levels or altering the contrast in Photoshop, but when you start adding filters and chromatic aberration to hide your own incompetencies there’s a problem.

Well that’s me finished, what are your pet peaves?

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About Andrew Price

User of Blender for 9+ years. I've written tutorials for 3d World Magazine and spoken at three Blender conferences. My goal is to help artists get employed in the industry by making training accessible and easy to understand. I'm an Aussie and I live in South Korea ;)
  • http://www.facebook.com/anthonystephenmcgrath Anthony Stephen McGrath

    good article..

    totally agree on the ‘have a plan’ …however doesnt necessarily need to be on paper.. a quick animatic (if thats what the artist chooses to use to convey the high level concept) can prove out far more than something on paper.
    if it wasn’t for dozens of test renders i’ve seen on forums and test renders submitted by myself to forums i wouldn’t have learnt and advanced and i imagine lots of other ppl wouldn’t have too.

    agree on the overly post processed – very easy to throw too much bokeh in there or throw it all through a default setting on magic bullet looks.. but again.. always good to submit a test render and get ppl’s feedback :)

    as an artist if you post your work up on forums you should expect to receive crit and comments.. thats what helps push it :)
    If you just want likes just throw it on fb for your mum to tell you how great you are.

  • ohare

    Number 1 per peeve:

    People who have never worked in a studio on a large feature production putting themselves on a pedestal of superiority in which they think they can lay down the law in the world of 3D as if it is the final word.

    You pulled off a few nice single frame renders and a couple shorts. Every day I eat lunch with people who would have your portfolio for dessert and not give it a second thought.

  • NeedsLoomis

    As a painter, if find that with the exception of perhaps number 6, all of these points translate to just about every medium, traditional or modern. I think the cognitive dissonance of those who reject such statements is what separates the great (and soon to be great) from the eternally mediocre.

  • http://twitter.com/DarkSideofChaos B. Magic

    I know this is an old post, but I just cam across it today.

    I’ve always respected your tutorials, skills, and critiques, but this is just terrible.

    I make commercials professionally and some of them involve Blender, while I’m sure you could nit pick them to death, if I’m happy and my employer is happy, your list really doesn’t matter, whether or not I’m guilty of any of the points on it.

    I also donate time to a local school 3 – 4 times per semester teaching short lessons on Blender to Jr. High students, and they are all guilty of most points on your list. It’s a part of the learning process, and I think it’s very necessary. These kids email and post to every place they can find because they are proud of their work. Even if it’s crap compared to what others do, it’s the best they can do at that given time.

    Honestly, I think you overlooked a big part of people’s Blender experience. Some people don’t care to become a paragon of 3D modeling, some just want to play with the software. We can’t all be the next big thing, and that’s alright. Some of the renders I see online are really terrible, but some of them make me think about what’s wrong with them in such a way that I even get new ideas.

    Look at all the painters out there. Some just like the feel of the brush and canvas and paint for the love of the experience, not as a quest for perfection.

  • Yusuf Zaheed

    I don’t agree with all the rules you have said.
    My opinions.
    Rule 1: You can make something with inspirational idea in mind and even though it may not create an impression in a
    viewer’s mind. You can mess with settings too and THAT doesn’t have a purpose of telling stories etc.
    A.How did you get to know that displacements can create an asteroid?
    That was an amazing tutorial but it would not be standing in Blender Guru recieving praise from visitors if you didn’t
    experiment with the displacements modifier and subsurfs, materials and textures, particles and your favourite perhaps
    - Compositing.
    B.How did you texture composite that popular Earth scene?
    You modelled it and experimentened with various textures and composited it to add effects.
    C.How did you make the WOW factor and know so much about compositing?
    Compsiting is experimenting to you, isn’t it?
    D.How did you make your vey own flashy car?
    You tell me.
    And this rule defys all that.

    Rule 2: So if you’re finding that learning to a model a complex thing is difficult, you can use someone else’s model so
    long you DON’T post it as you’re own work and you DO get permission form that person (or people) to publish it on the
    internet. But yes, many people want to ensure than what the make is their own. It is alright to feel like this, in my opinion.
    Rule 3: Like rule #2. If someone does post someone else’s work as their own its VERY BAD.
    Its good that you pointed out rule 2 and 3 but be a little more detailed.
    Rule 4: This is a rule if one is making a specific type of model but not for someone who is experimenting with a
    technique.
    Rule 5: Create something you want and ensure it is not bad, violent etc. Just because something is common it doesn’t
    mean you shouldn’t model it if you wanted to. If it is boring on a website, don’t post it since you can keep you’re render
    to yourself.
    Rule 6 and 7: People may submit poor quality renders but that may be because they are beginners, novices or people
    who don’t have the time to correct it. And talking of a modifier helps people get to know it.
    Did you know how to make your own cubic gem without using add-ons?
    Here is how
    1. Add a cube
    2. Apply a bevel modifier, amount 0.1
    3. Apply a smooth modifier, factor 0.5 and repeat 11.
    4. Go to Cycles and get messy. Use Glass BSDF as the gem’s material.
    5. Lighting – what you concentrate on!
    6.Render away! Choose camera view correctly.
    Rule 8: If somebody says something is ‘bad’ it may actually be good or they are telling the truth. Sometimes people
    have different opinions. However like you said you must bear up constructive critisisms (listn to them to improve your
    3D skills) and I say to ignore destructive comments.
    Rule 9: Well, this may be an acceptable rule but beginners in architecture modellings may produce poor-renders and
    that must be taken into consideration.
    Rule 10: Depends on what people think. Some people think that doing too many ‘touch-ups’ with Photoshop spoils the
    authenticity of a Blender file whilst others think its a good idea.
    Reconsider Rule # 4-9 for some time and think again.
    One more thing.
    You say, this ‘sucks.’ Doesn’t sound good. Why don’t you say, “Render A is poor” instead of “Render A suc**”
    That is what I and not you think.

  • Jen dart

    I agree with you Andrew, the problem is that there are many people
    who can use a 3D programs but few artists.

    Jen.

    • Porter Morgan

      y u post it twice?

  • Simon

    My pet peaves?

    People who don’t proofread and can’t spell.

    • Jose Rivera

      You misspelled “peeves”

      • Sef Pinney

        You missed the point, Joe. Andrew has peaves. Hay-sus.

  • Jerry

    Yes, I hate tutorials with no audio and the cursor flying around like a fly on a windowpane. Have you seen the videos “You Suck at Photoshop”? Hilarious and instructive.

    • Porter Morgan

      Also I hate tutorials that zoom in all the time! leave it at full screen people!

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  • Bob Bobson

    This ranks as one of the tooliest posts I’ve ever read. Well done on being a jack-off.

  • Nicholas

    I agree with much, but have serious issues with you telling people what they should and shouldn’t post.

    How arrogant is that?

    Love your tutorials, but if someone is happy enough with what they’ve done, then either ignore it and move on or give them some constructive criticism – I do think that harsh (as long as it’s honest) criticism is best.

    I’ve done sketches and plans for some projects, and not for others; sometimes the idea arives and lends itself to that; other times an idea needs teasing out and I’ve found that actually playing around in blender has enabled it to take shape. Then again my drawing is not the best.

  • http://heathenmedia.tumblr.com Darin

    LMAO – It’s hilarious how many people apparently take this peeve list personally, like it’s aimed directly at them ;-D

    My guess is that the many of the haters know that they’re guilty of at least half the ‘wrongs’ on Andrew’s list…

  • Bill Westlake

    Art is interesting and comes in many forms. Works of art sell for millions of dollars though they look like a painter’s drop cloth, cities pay large sums for oddly shaped bits of metal, oh and there is always Picasso. But for some reason 3D artists seem to be required to conform to some standards in art. While I prefer art that conforms to the principals that Andrew espouses, and if I produce something I would like it to conform to those things as much as possible, I believe we are sometimes overly critical of people, and if someone makes something that does not infringe on anyone’s rights then our personal choice is to like it or dislike it, but just because we dislike it, doesn’t mean someone else doesn’t love it, and things like this do us no harm. Plagiarism and copyright violations, theft of people intellectual property, that’s serious of course, and no one should do these things. Producing bad art does no one any harm. Giving someone criticism, appropriately and politely is the thing to do.

  • Rombout Versluijs

    hahaha that picture of you on your portfolio site!!!! how old where you there? but is that trailer of “I can’t swim” viewable some where. PS i dint see a lot of your other work there