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Simple Hall

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Avantharis vertex
The concept was simple hall with more focus on improving usage of material  with added nodes for specular effect and also to build some atmosphere using more nodes on the world. By last, this scene was also imagined to have some chances to usage of clothes in blender. It does look a bit empty, but in one hand I wish to avoid cluttering with much stuff and the scene itself was getting heavier to manipulate and render.

Textures are from http://www.imageafter.com and http://www.grsites.com/archive/textures/_







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  • allengingrich
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    allengingrich polycounter lvl 2
    I think the textures look a little flat and retro. I think you would really do well to check out something like Substance Designer to create your textures instead of sourcing them from images. Also, your lighting seems VERY artificial. Everything is lit the same for the most part -- so much so that it actually appears unlit. Try being a little more minimalist with your lighting setup -- let shadows in corners happen, etc.

    Last, model from reference. Look at a room like this and see how the light falls and mimic that, or find a reference that's close enough. Keep adjusting until there is visual parity.

    Good luck!
  • Avantharis
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    Avantharis vertex
    I see... the original plan was having just sun spot coming from the window. Maybe I should have stick with that instead of having it along with the three inside lights (or maybe changed their setting too) - I will make some experiments and adjustment following your suggestions. The idea was somewhat a "retro" scene, and the world output was meant to produce somewhat "cloudy sky". I am looking more on textures, moving a bit from large scene to smaller ones (or objects) to be able to work better on them. Thanks for the advices!
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