A large update considering I haven't been putting up as much stuff as I wanted too.
couch
I tried some thing new for me with this object normally I tackle most normals in zbursh or substance. But this time I tried make a high poly smooth or organic couch in Maya.
Low poly
high poly
A small overview of the room so far I think I have the lighting where I want it now to just add more polish to the space.
The assets are looking quite good. They have nicely defined materials. Maybe check the normals around the lower body of the clock (there should be hard edges). Also, on the couch pads the low poly could follow the diamond shape more closely. It should only be a matter of triangulating and positioning faces in a correct way as the necessary geometry is definitely there. Something like this: It might be worth revisiting the lighting though before you proceed. There are a lot of bright spots in the scene. The lights on the bookshelves distract from the center of the scene (the desk and the chimney) where you most likely want the attention to be. They produce a lot of bloom while their light isn't reflecting onto the scene as much. Might be caused by using a very bright material with a relatively weak point light. What are you using to render your scene?
thanks for the reply. I think the brightness is caused by the glass material. I was using a mixture of translucency and emissive to try and get the look I wanted, but you are right it does distract from the center points of the scene. I am using Unreal to render, I will have to also look into bring the bloom down a notch or two.
Finished out the entrance into the study. I am starting to wonder if the lighting is to dark but not sure what I should do to increase the values in some areas well still getting the heavy contrast feel that I want.
I agree with you ,the lighting is too dark. Your brights are very bright and your darks are pitch black, what is missing is the in between in a lot of areas. (granted, that could also be the contrast on my monitor).
I love that couch, I think you really sold that leather texture. The top of the piano texture looks like it's placeholder, is it? Otherwise, it stands out too much.
with a little bit of feed back and help I touched up the lighting, I think it make a large improvement,. Also I have some more textures to finish in this screenshot hoping to get that finished by the end of the week. Another comment that was made out side of this forum is the piece lacks a story element. So I am using a concept that i threw together awhile ago to hopefully bring more of a story element to my scene. I plan on posting key hero objects for that soon too. Thanks for the help and feed back so far!
Replies
Final
Substance
High/Low Models
couch
I tried some thing new for me with this object normally I tackle most normals in zbursh or substance. But this time I tried make a high poly smooth or organic couch in Maya.
Low poly
high poly
A small overview of the room so far I think I have the lighting where I want it now to just add more polish to the space.
It might be worth revisiting the lighting though before you proceed. There are a lot of bright spots in the scene. The lights on the bookshelves distract from the center of the scene (the desk and the chimney) where you most likely want the attention to be. They produce a lot of bloom while their light isn't reflecting onto the scene as much. Might be caused by using a very bright material with a relatively weak point light.
What are you using to render your scene?
I love that couch, I think you really sold that leather texture.
The top of the piano texture looks like it's placeholder, is it? Otherwise, it stands out too much.
Keep it up! looking forward to more updates
What are the lights on the 3rd step from the top on either side?