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View Full Version : Dolemo Development Corporation Reception Area, Pete Horvath (3D)


hominid
04-04-2007, 11:04 PM
http://features.cgsociety.org/gallerycrits/14685/14685_1175727863_medium.jpg (http://features.cgsociety.org/gallerycrits/14685/14685_1175727863_large.jpg)

Title: Dolemo Development Corporation Reception Area
Name: Pete Horvath
Country: Canada
Software: Maya, mental ray

Image made for Dolemo Development Corporation for previsualizing their newly renovated head offices in Calgary. http://www.dolemocorp.com/

This image was used to pre-visualize an office renovation. I really wanted to get the effect of natural light coming in the left windows to mix with the interior lighting from the ceiling pot lights and still not have blown out highlights. The sunlight was a single directional light with some light angle value added to give a soft edge to the raytraced shadows. Another zero intensity light was used from the same angle inside the windows to cast photons and bounce around the room.

dzinervj
04-05-2007, 09:56 AM
Hi,

Good effort but your lighting looks very flat. The GI seems to be missing badly. I am not very sure, does the "0" intesity light cast photons... ? . Anyways you can improve the image more i beleive. Keep posting & Good Luck.

Elite-DS
04-05-2007, 04:37 PM
I think you not only achieved the look you were going for, but the lighting looks exactly like a professional archtiectural render should. I'm sure the client was very pleased.

hominid
04-05-2007, 05:19 PM
Hi dzinervj,

Yes the 0 intensity light is casting photons and the directional light is acting as the sun.

As far as the GI being flat? It might be related to the fact that the darker materials in this office are very dark and absorb a lot of the GI.

Anyway thanks for the feedback.

Pete

MrArmless
04-07-2007, 02:04 PM
Hmm, it's not a bad piece, but there are a few things that need work.

These are my crits / opinions for this project, please don't take them personally. :

- Floor is too reflective and too evenly so.

- Chairs / couch are too perfect white, they have no texture.

- The lights comming in from the canlights and fixtures is too hot, they shouldn't be as bright as your sunlight, especially so for the lamps behind the couch.

- The light is too evenly distributed throughout the scene, the idea with lighting isn't to get even light across the whole image, but to get a mood going, I think this is where the comment about the image being flat comes in.

a trick for your canlights : quadratic decay and plug a ramp shader in your lights color attribute, set your ramp to produce tight-knit black-white variations near the beginnning and end with a nice gradient after that, you will get a very cool and realistic effect on your walls from it.

- I understand that the lights above the counter are lit but you should try to keep some shading effect on they and not have them blast pure white (the lamp material) since it does flatten the image. If you want to keep them pure white, do some post-work in Photoshop and add a glow around these lights.

- The canlights look like circles stuck to the ceiling, a proper fixture would also add to the image.

- The scenery in the window looks a bit low-resolution and hand-painted which will clash a bit with your image if you're trying to go for photorealistic.

I hope my comments don't discourage you, they are meant to help you make an even better image next time! keep it up!

hominid
04-07-2007, 06:54 PM
Hi MrArmless,

Good crits, thanks.

All the potlights in the ceiling have a quadratic decay, but I like the idea that a ramp could give even more control over the fall off.

As far as the materials go, yeah in the image the floor seems quite reflective but the actual material is that reflective. Same with those stark white couches, they actually look just like that in real life :). Go figure.

The weird thing about this image is that the wall and floor materials are really dark and I can see now how it's a tradeoff between keeping the area in shadow dark enough to give good contrast with the sunlight, and yet light enough to see the detail in those dark materials.

And no prob I wasn't discouraged. All crits are useful.

Pete

beetz15s
04-08-2007, 11:10 PM
To me the lighting is just not rich enough and the materials are a bit off. GE

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