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My First 3D project. Your Thoughts? thanks in advance

I’ve had an interest in 3D for a long time but only recently took the plunge. After taking some courses, I dedicated the last 4 months to one big project: recreating and tweaking a kitchen environment I found online.

My Workflow:

  • Modeling: Blender

  • Texturing: Substance Painter & Illustrator

  • Rendering: Unreal Engine

This is my first-ever completed project from start to finish. I put a lot of hard work into the details, but I want to know where I truly stand.

Two main questions for the pros here:

  1. Is the quality solid for a first attempt?

  2. Is this level of work "market-ready" to be sold, or should I keep practicing and refining my skills first? not willing to sell this,  just asking.

I’m open to any and all critiques. Let me know what you think!

Note : Everything in the scene is completely made manually by me including the props and assets.

Here is the pic I found online

And here are the renders







Replies

  • Eric Chadwick
    Kudos on the work, and welcome to Polycount!

    I worked 6 years at Wayfair, helping lead the 3D team to make environments and renders like this. We developed a bunch of guidelines for how to make and light and shoot scenes.

    First thing, the lighting is very warm, not matching the reference. I’d suggest adjusting it brighter, and cooler.

    The other big thing is dimensions and proportions. The door on the left seems super short. Check online for average door dimensions. Also the rear wall (opposite the sink) is really blank. You could just never show it in your renders.

    Wood grain usually follows the longest dimension of each board or strut. So the chair UVs should be adjusted, and check the cabinet trim.

    The pans hanging on the wall are all exactly the same. This is odd, better to show different sizes. Research what pots/pans are typically in a set.

    Camera angles are usually from slightly below eye level, and use a long lens (smaller fov), and no depth of field. Research how companies like IKEA, Crate & Barrel, etc. set up their shots.

    Anyhow that’s all for now. Keep going, this is really nice already!
  • sketchem
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    sketchem polycounter
    Not too bad! The one issue that sticks out to me is scale. For example, in your reference the top of the door lines up with the top of the cabinet. Residential doors are around 203 cm tall (in the US). Your average person is about 160 cm tall. This means the cabinet in the reference is reachable by a person of average height. 

    In your image, the top of the cabinet is way above the door. This means that it would be very hard to reach. It indicates that the scale is off. Either your door is too small or your cabinets are placed too high on the walls (and therefore the overall room height is too tall). 

    Scale is very important in archviz. It's important to make sure you're using real units and keeping things aligned with real world building materials. You can find measurements for cabinetry, doors, windows, etc online. Always put a human sized reference in your scene to help with modeling. Also block things out to scale first then work on details. If you borrow/buy assets from online exchanges (the Sketchup community has a lot of stuff for archviz), then be very mindful of the imported scale. 


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