the first kitchen looks good to me, I think the lighting needs work though. I also think renders from around eye-level might look better as well since these are human spaces so we can get a better feel for the size of the space.
the second one looks good too, but again the lighting falls a little flat. some of the materials seem like they could use more gloss. I think the brick or tile seems kinda intense as well.
the last one looks like a cool space but the materials are all so similar that they start to blend.
the first kitchen looks good to me, I think the lighting needs work though. I also think renders from around eye-level might look better as well since these are human spaces so we can get a better feel for the size of the space.
the second one looks good too, but again the lighting falls a little flat. some of the materials seem like they could use more gloss. I think the brick or tile seems kinda intense as well.
the last one looks like a cool space but the materials are all so similar that they start to blend.
Thank you for the feed back. The bricks on the second have been a larger project than I thought since doing something in white like that likes to mess up some of the other maps. The advice on the eye level rendering is very welcomed, I don't think I would have thought of that. And the textures on the last one are fairly old by this point, I'll get to updating them. Thanks you again.
Kitchen 1: - the stone trim door seems super weird. - the island shape is awkward, and the just outs seem unrealistic (are you using reference) - the tile of the granite is too tight - roughness across the board needs more interest and separation - this place doesnt look like its been lived in at all - focus on story elements through functional use. Put story in roughness, and set dressing - Those two light sources are super strong. - are the cabinets mirrors? or glass? The mirror feels odd. - sink is tiny for a big kitchen like this - oven and microwave assets arent very detailed, good opportunities for story here - knobs? - get reference?
Kitchen 2: - I'd look at some interior design ref for wall treatments, that brick everywhere is a deal breaker - cabinet wood pattern feels chunky - light fixtures are super low - lighting also is off given the fixtures shown - floor board wood grain scale is massive - get reference?
Church?: - seems to early to comment, figure this is blockout right? Just a big empty space /w some early architectural elements.
Overall: - spaces dont feel lived in - no story - lighting and materials are flat - overall just kind of generic empty spaces with no real visual interest that would keep a viewer engaged.
Replies
the second one looks good too, but again the lighting falls a little flat. some of the materials seem like they could use more gloss. I think the brick or tile seems kinda intense as well.
the last one looks like a cool space but the materials are all so similar that they start to blend.
Kitchen 1:
- the stone trim door seems super weird.
- the island shape is awkward, and the just outs seem unrealistic (are you using reference)
- the tile of the granite is too tight
- roughness across the board needs more interest and separation
- this place doesnt look like its been lived in at all - focus on story elements through functional use. Put story in roughness, and set dressing
- Those two light sources are super strong.
- are the cabinets mirrors? or glass? The mirror feels odd.
- sink is tiny for a big kitchen like this
- oven and microwave assets arent very detailed, good opportunities for story here
- knobs?
- get reference?
Kitchen 2:
- I'd look at some interior design ref for wall treatments, that brick everywhere is a deal breaker
- cabinet wood pattern feels chunky
- light fixtures are super low
- lighting also is off given the fixtures shown
- floor board wood grain scale is massive
- get reference?
Church?:
- seems to early to comment, figure this is blockout right? Just a big empty space /w some early architectural elements.
Overall:
- spaces dont feel lived in
- no story
- lighting and materials are flat
- overall just kind of generic empty spaces with no real visual interest that would keep a viewer engaged.