View Full Version : Operation Room-WIP-Crits Please

10 October 2006, 05:41 AM
This (
is a render of a room I have working on today and yesterday,
I am working from this illustration ( found.
I just wanted to get comments or crits of what I had so far.

Thanks Nick

10 October 2006, 08:02 AM
should post wires and stuff, in any case my real crits are with the off-scale textures and your choice of material, its very shiny.

10 October 2006, 08:15 AM
I dont know how faithfully you are sticking to the orignal image but heres some little crits for you:)

The bump and specular settings are too strong on the floor tiles

The main light should be lit in your scene to provide a focus on the centre of the room

Your scene is missing the depth of the concept, maybe adjust settings on your render camera

Hope thats a help

10 October 2006, 01:45 PM
Render (
that is a updated render with myfixes at what I got from the crits.
Wireframe (

10 October 2006, 04:41 PM

Nice looking render, however if you want to recreate the feel from the illustration you are going to need to change some things. First of all in the illustration there is a long, tainted looking mirror along the back wall. This mirror, along with the view from which it was shot give the image a creepy depth. Your render feels too tight to me, the room appears very small. To fix this, I would make the light (the actual model) closer to how it appears in the reference. A light that is tight up against the ceiling throwing a creepy washed out 'matrix' ambience around the room. Next I would add in the mirror, and give it a few texture channels to show wear, maybe a little blood spatter. In the reference the mirror feels warped and hazy, which adds to the overall creepiness. I'd add that in a post-render stage, perhaps in adobe photoshop. It would be simple to cut the mirror out, add a very slight amount of noise with a light blur or smudge effect. I hope this helps! Good luck

10 October 2006, 06:09 PM
update (
of the room

10 October 2006, 06:46 PM
Hi, I like idea of the room it's a cool concept, I agree though that the room seems a little squashed from that of the illustration. It seems a simple enough model to just stretch the room back. Also the grime on the walls are pretty thick at the top and the bottom but don't translate down to the floor or onto the ceiling i think that would help with the mood of the room. keep it up though i'm very interested in how this will come out :D. Oh and above all have fun :D.

10 October 2006, 07:03 PM
update (
of lighting and textures

10 October 2006, 07:03 PM
Keeps looking better! The lamp looks like it's coming off a stalk, though, moreso than a cord, which would probably look more realistic.
In the illustration the lamp seems to be the only light source. Since there's that big mirror and the floor seems relatively clean and polished that one light source is able to evenly light the whole room fairly well. I'd definitely start working on a more accurate lighting set up.
The rim around the mirror is also a bit thicker than in the original illustration. It makes it seem more like a support structure, like it's seperating two rooms. The noise on it also seems a bit bloated. I wouldn't have the texture repeat more often because that would give it an odd texture. Perhaps just smooth out some areas and sharpen it in others, just so it feels less like a generic bump.

Edit: you too fast

The spotlight looks good, establishes the focal point. I think the general lighting would be pushed further for the reasons I previously mentioned. Making sure the light works off the materials properly will nail the piece. The area of the sink looks too dark, maybe you could give it some clean spots so it would be a little more reflective. It seems much dirtier than the tile around it. The lamp is still creating a weird shadow.

10 October 2006, 07:26 PM
The sink in the corner seems little high/ big compared to the rest of the room as well. if you look at the illustration the sink is much lower , also the operating table seems larger then what it should be, it's kind of confusing the scale. One thing that you could do to get the scale right is to put the camera in the same place as the illustration and adjust the scale and such that way.

10 October 2006, 08:28 PM
Render (
I tryed to fix up the glass and bring the colors together

10 October 2006, 10:34 PM
Awesome! The scene is starting to come together. Now what you need to do is take out all of the lights that are currently there and only use one, projected from your lamp hanging from the cieling. Check out some Global Illumination tutorials and start playing with that. You could make the scene feel very creepy with GI, maybe even have the light eerily swinging. :) Keep up the pace! Cheers

10 October 2006, 01:05 AM
update (
I tryed to change up the room abit and put more detail, any comments or crits are welcomed, I plan to add more extra objects to the room.

10 October 2006, 01:00 PM
Bloody hell!

Anyway is it me or is the room Humongous? (Huge)

10 October 2006, 12:02 AM
update (
of the room, a person from this board told me to go back to the clean version as it would be more challangeing and would look better on a demo reel. I wanted to get more crits if I was going in the right direction with this. I tryed to get the wet reflection look of the illustration and dont mind the mirror as that will get changed.

10 October 2006, 05:47 AM
update (
sorry to double post but I thought this was abit sharper and closer floor wise to the illustration.

10 October 2006, 06:34 AM
Would it be possible to get bigger pictures? Right now your renders are so small it's hard to see a lot of the detail.

The scale seems really off, with the tiles being so large, it looks like a miniatures set. I know the illustration you're basing this off of has large tiles, but your grout is really large when it should be much, much smaller.

Try sticking a biped in there to see if the scale looks right.

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