Got just a few more days left of this class...but am looking for critiques from anyone and everyone on getting the textures and the scene finished up. Tell me what you think!
** On that note, I realize that the left side is a little confusing. I have some post work I will be working on with some rain and water stains on the walls to improve that so it is more clear.
I also don't have enough time left to change the models or the layout, but any advice, suggestions, or crits on the textures, lights, and the overall scene are more than welcome. Thanks in advance!
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I've got a couple crits about the fireplace as well...I think I will actually scrap it and go for a more contemporary stone. The reference I had for it was pretty crappy as far as construction is concerned, and I wasn't too happy with the final results. I worked construction for awhile doing stone and pre-cast fireplaces, but this particular style is pretty foreign to me...think its on the block for chopping!
John
Thanks so far guys, ill post some updates tomorrow afternoon!
-on the arm rest of the chair maybe add some wear on the finish of the wood where the hands and elbows would rest.
-maybe think about adding some circular stains on the little table that indicate somebody put a drink on there without a coaster.
- make the bottom of the curtain darker, appear as though water has soaked into it.
- Add some soot on the inside of the fireplace and maybe add a few ashes on the stone platform in front of the fireplace.
- under the window that doesn't really look like water damage to me, I am sure you could find some photo reference that would be more convincing, also you might want to consider making the corner of the rug soaked in water too as it is close to the window.
these may not be too too important but I think they can make a difference. your scene is looking pretty good though.
You're off to a great start. The wear and highlights on the edges of the varnished wood areas are looking quite good. And the rest of the textures are generally looking pretty good! One that bothers me though is the brick chimney looks like wallpaper. Could definately use more depth. Its horizontal UV space is looking squished too.
As for the lighting. What Chinups said. Play around with the lighting some, and get it just how you like it. You don't show off a great painting in a really dimly lit room. (Unless you're into some 'new wave' art crap.) Baked lighting is a toughie, as you need lots of unique UV space for everthing. If you play around with DMap shadows enough and the likes, you should find that it doesn't take too long to render. Post some updates soon! Can't wait to see more.
Still need to work on:
1. Texturing the books.
2. Post work adding some very light water dripping in and stains on the wall by the window.
3. Add books to the bookcase / cabinet.
What else?
The only choices I see are:
A) Add another light source that comes from some other object I haven't created yet.
Make it brighter
C) Leave it dark and everyone tell me it's too dark and you can't see the textures.
Unfortunately Max hasn't created the "Make Cool Lighting" modifer yet, and I haven't seen any step by step tutorials that teach you GOOD interior lighting that aren't talking about 3rd party renderers or shaders/mats I can't use.
If anyone has any suggestions on HOW to make the lighting better I'm all ears.
You might also want to add some specular highlights to the models (unless you are working on color texture only scene), because right now your materials don't have much distinction and they all feel the same. There should be spec reflection of fire on the floor, a hot spot on the shiny polished wood parts of the furniture and some highlighted edges.
By the way, you might want to fix the texture on that plant near the window, it looks like you're having white outlines showing up. This tutorial should help you get rid of those.
Anyhow, hope this helps, keep going, I really like what you have so far and hope to see more.
I'll look into some GI tutorials some more.
Rendering and lighting is a huge blackhole at my school, and I've not once ever been shown how to adjust or alter anything in the rendering or lighting in 3ds Max.
I know it's not really an excuse - most of what I have learned has been on my own - but not having a teacher or someone there to show you exactly how stuff works (and why) is really tough when it comes to some of these techniques.
Ad far as what lights I have - I have 2 small omni lights in the fireplace with a small glow turned on, I have one squared shape spotlight to give the illusion of a door being opened or something from the side, and I have one omni near the center of the room to help illuminate extra light that might come from where the spotlight is.
The only two casting shadows is the spotlight and 1 of the fireplace omnis.
I'll lose the ambient in the center - it might be the cause of the flooding of unnatural light, and go for something coming through the window as well. Even on a gloomy cloudy day there should be some light coming from there.
Thanks for the tips about the spec maps and the alpha maps. The plant leaves are pretty early pass, I just haven't gone back and fixed....I will definitely use that trick. And I'm an idiot for not doing spec on the fireplace and the ground stuff. All of those objects should have some spec.
Tomorrow is pretty much my last day to really be able to work on it. With GDC, work, my other classes, Art test for Concrete, and pretending to have a girlfriend - I haven't really been able to do as much with this as I would have liked. I still have another quarter to graduate though, and would definitely like to go further with this as a portfolio piece.
Thanks again all!
What do you guys use for interiors that gives it that "right" look in your AO passes that really seems to pop?