View Full Version : C&C Architecture Modelnig

07 July 2003, 05:54 AM
Hi everybody. I usually lurk around these forums but with my coming project I decided to post some of my architecture modeling for critique and comments. There are 3 rooms here. I hope to make all the interiors to a house, some exterior shots as well as a few characters.

I'd appreciate any feedback!

Living Room:

07 July 2003, 05:54 AM
Master Bedroom:

07 July 2003, 05:55 AM
Child's Room:

07 July 2003, 06:20 AM
Perhaps its just me, but those cabinets in the master bedroom with the overhanging lights look identical to the PAX brand of cabinets from IKEA... having built a similar setup, I feel I'd like to pull my hair out now seeing yours and imaging how much easier it likely was to assemble than the one I built...

LoL! :D

Looks very cool... love the detail you've put into the images.

07 July 2003, 07:11 AM
Hey nice architecture. I like the childs room the best, I think you nailed it, it really feels like a child lives there. The livingroom bugs me the most. The wall textures make the room feel dirty, and the browns of the furniture only compliment the dirty feel to the whole room. I like the master bedroom, but it feels a little cramped. And just a general observation, almost all your textures are noticeably tiling.

07 July 2003, 07:12 AM
Very cool. Nice job!

07 July 2003, 08:15 AM
I like it, but I'll make some critics so you can improve something:

In the first ones: The texture on the walls looks a bit big and streched and it's too repetitive. The lamp should be brighter if its on. And the light it sheds on the ceeling should not be so concentrated (do I explain my self?). The chairs arround the table look a bit vast compared to the rest of the furniture. Finaly there's an area that's too dark to the right of the first picture.

I like the second ones very much, don't have nothing to say... maybe the lighting should have more ambient and less concentrated specular... not sure though.

I don't know why but I don't find the third ones realistic at all. I don't believe them. Maybe colors are too saturated or every detail is too big. Try adding smaller detail and work on those textures.

Nothing more to say. Keep the good work! :thumbsup:


07 July 2003, 09:56 AM
Yes the walls in the living room don't do it for me either. Possibly could use a bit of bump on the walls in the master bedroom to give it a textured plaster feeling. Actually all texturing seems a bit flat. Maybe a few appropriate bump maps in the right place. Eg. the fabrics.

Yes the childs room just misses the mark. I think everything is too rounded and polished... mmm can't really put my finger on what's wrong with it but something is.

07 July 2003, 12:35 PM
Great stuff! I agree with the walls in the living room also...;)
The kid's rooms may have too much curvy furniture. I think that takes a little from the realism. Maybe replacing the small table and chairs with those wooden ones could make it feel a little more real. (The table and chairs I'm speaking about are small, light coloured wooden items, the kind you can get from IKEA, or a toy store. Not too good a description, but hopefully you understand..)

Anyway, I think the images themselves regardless of those small discrepancies are very very good. Again, great work and keep us updated!

Jimzip :D

07 July 2003, 12:54 PM
Great work! A few small things I noticed: In the living room, as stated by someone above, the texture on the walls tiles noticeably. The master bedroom looks great. In the kids room, the thing that sticks out to me is the furniture seems to "float" above the floor. It just doesn't seem grounded for some reason. Not sure why that is, as the shadows definitely indicate that everything is indeed on the floor.

Triple G
07 July 2003, 04:37 PM
I think the furniture in the kid's room looks like it's floating because the cast shadows are not the same density as the shadow areas on the objects themselves. I think you need to add some more fill lights to bring up the shadow areas on the objects...they're much too dark given the overall amount of light present in the room. Either that, or darken the shadows and lower the overall amount of light, but I doubt that you're going for the dark/brooding look with a child's room. ;)

07 July 2003, 09:17 PM
Yup Yup... some IKEA influences in there for sure...
The childrens room "Disney/closet" is for sure another IKEA sale. :)

Not complaining... Ikea can be inspirational for sure if you walk around there for a bit. --- I came back from an IKEA adventure and modeled this.. ;)
Pic Here (

07 July 2003, 09:40 PM
Clock over the bed doesn't look like it's sitting on the wall quite right. Otherwise i like the scenes.:thumbsup:

07 July 2003, 02:30 AM
Wow! I got one email from cgtalk and I read the response and though nobody else was replying. Ok here goes --

flash fire -- yes! a lot of these furnitures were taken from the ikea catalog, i look at the photo in the catalog and then i try to model out the room. As you can see its not very photo realistic, and I have a long way to go in that aspect. I'm still aweing the image minus posted.

shade01 -- all the textures are noticeably tiling? Ah... texturing is probably my weakest right now right after animation but that's a separate issue. I assume the only real way to resolve it is to unwrap everything which I have absolutely no idea how to do. I tried it a few times on a character and by the time the world map texture unwrapped, I saw ears on the bottom left and noses on the bottom right and I was like "how am I supposed to paint a map for that thing!" I've been trying to add on layers of procedural texture dirt to cover up the tiling. Guess it's not working all that well...

chris88 -- thanks!

odrakir -- what do you mean when you say the chairs look to vast? are they too far from the table? I will try to tone down the ceiling flair of the light... It almost looks like the light is shining directly at the ceiling right now. the child's room has been a difficulty for me. Childrens' rooms are supposed to be simple and plain, at least in the ikea catalog :) the furniture is big, bulky and lacks the complexity of "adult" furniture. the texture is also simple. plain colors which are dark and solid. this opens the door to a lot of very typically 3d looking rooms. i'm not sure how to solve it yet. i 'll work on the wall in the living room first and the light of the standing lamp there

petrik -- i'll try increasing the bump maps for some of the fabrics

jimzip -- thanks! its ironic isnt it? the blue table and red plastic chairs i used are also taken out of the ikea catalog :)

matt-- i'll see about that after i work on the above :)

triple g -- is the shadow problem correctable if i move the light to the top center of the room instead of at a corner which produces bigger shadows like you described?

minus -- what a true master of lighting you are! this stuff looks and puts my post to shame!

signal -- i'll work on that after all the rest!

Thanks for the feedback everybody! Stay tuned. I'm also working on a kitchen right now which I hope I can post up eventually.

Triple G
07 July 2003, 04:15 AM
Originally posted by tonami
triple g -- is the shadow problem correctable if i move the light to the top center of the room instead of at a corner which produces bigger shadows like you described?

I think it's not so much the positioning of your lights that's doing it, just the fact that you need more of them. If you're going for a pretty realistic look, which it seems that's what you're shooting for, you need some more fill lights to simulate the look of bounced light. Every object reflects some amount of light...if an object is blue, for example, it's because it's absorbing every wavelength of the spectrum and is only reflecting the blue wavelength back to our eyes. This blue light is not only going directly back to our eyes, but is spilling on to all the objects around it.

So for instance, in the last pic you have posted there of the kid's room, you should have a fill light or two (low-intensity point lights or wide-coned spotlights) which are slightly tinted blue, positioned in the corners and near the blue table which simulate this bounced light. It's very easy to go overboard when adding fill lights like this...subtlety is the key. Make sure that they're non-shadow casting, and start with a low intensity...maybe around 10-15% or so, then experiment from there. I've attached a pic in which I circled some of the areas which you should focus on. If you notice, the portions of the objects which are not receiving direct light are very dark, nearly black. This looks odd because the actual shadows that are being cast by these objects are not dark at all, and there is a good deal of overall light in the room. I actually think that the majority of these pics would benefit from bringing up the total amount of light from all lights...right now many of them, especially the kid's room, look kind of glum and dreary.

You could always give radiosity a shot, but be prepared to see your render times take quite a hit. Also...a lot of people think that using radiosity is a substitute for a good lighting's not. Radiosity should be used to complement your light rig, not replace it. :)

07 July 2003, 06:02 AM
Hi everybody,

Just a quick revision of the living room -- I tried adjusting the strength of the standing lamp so that it's not glowing at the ceiling and I also tried adjusting the texture on the walls so that it doesnt tile so much.

I also adjusted the bumps of the couch. Its at 10000% bump right now but it's still hardly noticeable in my opinion.

07 July 2003, 06:03 AM
Here's a new room I've just finished -- the kitchen.

07 July 2003, 06:06 AM
And another new room -- the study.

The rooms look a bit bare to me right now, despite a lot of effort on the current renders. I'll add in some more detail and frills on the tables and walls once I finish the additional rooms I have to construct for the project.

Currently on the list of rooms to make includes a teens room, an exterior garage, and a backyard field with some exercise equipment (thinking about trying to combine this part with the front garage for the project)...

Any comments? :)

CGTalk Moderation
01 January 2006, 03:00 PM
This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.