Hey,
I didn't post here in a long time, but here is a side project of mine. I wanted to test out some features of CE3 like the glass shader, pom and gi, tho since this is an indoor scene, the lightning needed to be tweaked manually.
I also wanted to see how much work can be done with quixel's amazing tools: dDO and the free demo of nDO2. Most of the assets were made entirely with these tools, like the doors or poster (btw: don't mind its logos, I just liked the art style, I know they don't make sense here).
And as always I tried to make this scene quite realistic, which is much harder in a scene that isn't full with little details like broken concrete and overgrown walls. And as always I'd like to hear your C&C.
cheers




Replies
i also provided the texture sheets that were done entirely with quixel's tools. i only added a wood texture as an overlay for the door to get its fine relief.
Door
Frame
Floor
cheers
The stairs appear too shallow. A standard stair has a run of 9-11 inches (23-28 cm) and a rise of 7.5 inches (19 cm). The landings are typically at a 12 foot (3.6m) height. The staircase might also be too narrow for the type of building; they're usually 3.5 feet (107 cm) in private homes, but tend to be wider in commercial buildings and expensive homes.
The picture frame appears flat and doesn't really seem to go with the rest of the scene. The grunge seems excessive given the cleanliness of the rest of the scene. The surface of the glass should also be both shiny and partially reflective.
For overall colors, you should look at reference photos for similar architecture. The green (linoleum?) of the stair treads contrasts rather glaringly with the black/white (tile?) of the floor. The brown of the wainscoting doesn't fit, especially with the darker brown of the wood trim.
Given the brightness of the window above the door, you might want to put a secondary light behind it.
The arch in front of the door is a bit angular in places given how close it is to the camera and the fact that it is nearly in profile. A few more polygons and possibly moving the insets would help.
And... still loading...
i tried to address most of them. DWalker, you know a lot about stairs
i changed the material setting from pom to displacement mapping so this time the frame has real depth.
added a light behind the door, but it is subtle.
fixed the normal map.
overall regarding lightning and choice of color:
the lighting is set to be unspectacular. it aims to be realistic but not dramatic. the wood materials have different colors, bc in real life not everything fits.
screens: