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iosif
07-08-2007, 08:35 PM
Second project is ready.
You can see the first project here:
http://forums.cgsociety.org/showthread.php?f=43&t=515226

http://linedstudio.com/portfolio/barcelona_int.jpg

http://linedstudio.com/portfolio/barcelona_int1.jpg
Blender files can be downloaded from here:
www.linedstudio.com (http://www.linedstudio.com)

iosif
07-09-2007, 02:18 AM
I like to have critics on it. And also I think is important to mention that rendering time is about 2 h for 2200x1700 [11"x8.5", 200dpi letter format printing].

ikodn
07-09-2007, 08:11 AM
I like the arrangement, but i think the lighting is a bit flat, uniform maybe. Overall it seems that the thing that could use some tuning would be the lighting setup. Your other project shows a bit more shadows. Seems like this livingroom is give light from a large window or something. Try letting lamps give of some lights (while dampening the uniform light source mentioned before), which would give more random shadow and play of light. Another thing is to work more on the brick wall texture. It's too uniform to be a realistic texture. Another suggestion is to arrange furiture with a slight angle compared to walls and other furiture. It gives a slight randomness which makes it more natural.

Great work though :)

kernond
07-09-2007, 11:09 AM
Looks good. I like the modeling but, I think the lighting is too bright and uninteresting. Maybe turn down the overall lighting and create something more interesting using the lamp and track lights as light sources. It's just too bright. Look at the how the details of the lampshade are blown out by the brightness. You could also try adjusting the Range and Exposure settings (found in the World button window). Here's some more info on Exposure and Range (http://wiki.blender.org/index.php/Manual/Exposure).

I would also try adding just a little bit of Nor mapping to the brick wall.

Oh, and thank you for adding baseboards to your walls. It's amazing how so many people don't do that and it makes the image scream out CG, no matter how well they do everything else.

kernond
07-09-2007, 11:14 AM
me again...I forgot to mention the material for the arm of the chair in the foreground doesn't look quite right. I think it's the color. It sort of almost matches the color of the bricks. Maybe a "wood" color?

antimatter289
07-09-2007, 03:24 PM
Something's off with the tileability of the brick. Looks pretty good for a start. I'm assuming blender internal with AO? If so with AO, can I suggest changing the AO color to a slight blue tint (oir adjust it in post) for that daylight feel. Or/also let AO get it's info from a blurred angmap/sphere of an interior image (like HDR, but with a regular image). The material/color of the joists in the ceiling don't do it for me - either use a good wood photo for the texture, or no texture at all so they feel painted. And you need a wire going to your track light. Another thing with the brick - make sure one of the sides of that wall starts with a full length piece of brick - right now the texture looks centered on the wall, but it's not quite right. And the brick probably wouldn't extend up into the area where the joists but into the wall.
Other than that, it's lookin pretty awesome.
I do Arch viz for work - so I look for lots of details. Keep us posted!
also - what are your hardware specs and the details for the scene? (poly's, settings, etc).

yorik
07-10-2007, 01:36 AM
I think about the same as everybody here... The modelling is very good, just the lighting seems too uniform to me. For example, the lights that point to the painting on the wall are barely visible.

You know the "chiaroscuro (http://en.wikipedia.org/wiki/Chiaroscuro) " technique used by flemish painters? It is something I use a lot in 3D. Basically, you start with a dark, black scene. Then you put focused light only on the parts you want to illuminate brightly. When that is done, you have your bright (chiaro) zones and dark (oscuro) zones well defined, you "fill" the in-between. Usually, a simple AO is just enough, or maybe a light just behind your camera.

There is another good trick, when AO is on and the whole scene is too bright/uniform, switch your AO settings from "add" to "both"... Then, instead of only adding light, AO will also "remove" light from corners... It solved my problems many times.

iosif
07-10-2007, 04:31 AM
Thanks for your suggestions.

Today I was trying to get the overall light OK, still I have to play with ao settings. Tomorrow I will change the texture on the wall(the bricks) , the joists and chair texture.

Windows, AMD 3000 Athlon, 1GB of RAM
You can get the Blender file from www.linedstudio.com

c0rey
07-10-2007, 12:17 PM
looking forward to learn blender.

iosif
07-14-2007, 05:42 PM
I updated the file but I increase the rendering time to ~6 Hrs for 2200x1700 [it is because the mirror panel (ray reflection) mostly]. Later on I will tray to reduce the rendering time.

Changes since last post:

Cleaning Four square chair mesh and UV texturing the chair.
Adding a Nor map to brick wall.
Now joists sit on top of the walls.

Project2.blend and chairs&tables collections [more to come] can be downloaded from www.linedstudio.com

yorik
07-14-2007, 09:15 PM
Much, much better!! Now yes, it has become very good. You improved VERY quickly :)
Congrats!

ps. 6 hours rendering seem much to me, seen the hardware you have. You should be able to reduce much. Maybe you have lights that have ray shadows that you can turn off? Are you rendering with the blender interface open? rendering by the command line (without interface) renders incredibly faster. Maybe you could also, since your mirror doesn't reflect any other mirror, set its depth to 1, so the mirror's thin sides won't reflect each other...

iosif
07-15-2007, 03:26 PM
I manage to reduce the rendering time to about 3 hours [in command line, about 40% faster-thanks yorik]. Most of the slow down is taken by Windows area light[shadow sample are 5 now, even though it is quite low], but without it does not look right. When I will have more time I will come back to this project. Now I work already to Project3.

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