Can't really add anything of use on this one, but like the others said, try to match the proportions of the scene more to the concept. Try to add more detail to the different meshes you currently have adding bits to the chair mechanics you have missed and so fort. Attention to detail is what's really gonna sell this scene.…
That's a very nice concept right there. I few cents regarding the fridge: By adding the SMEG branding to it you're bringing the scene to a contemporary time period. Judging from the concept it looks as though the scene is set a bit more into the past, with all the gearwork etc. This might be my own opinion but maybe have a…
Hey thanks for the crits and the reference image, cholden! I'm currently adding more details to the scene and I will definitely take what you had to say into account. Here's an update of what I've got for the scene sofar. Just updated the scene with a number of more props and better, but I haven't rendered any shots yet.…
Great looking environments. I'd also like to know if you intended these to be realtime or not. If so, there's quite a bit of polygonal wastage in some parts. In the top scene, the roof tiles and window shutters wouldn't need to be modeled like that. For the bottom scene, the chair cushions, radiator, vents and lighting…
If for some reason you still want to get rid of unnecessary loops. For example in case of mobile game or if your game show first lod on replays and cut scenes only. You still can manipulate the normals responsible for shading "corners" directly . Sometimes it's enough just copy normal from a vertex outside the hole to one…
Lighting is too uniform and lacks any interest. Solid models, yet material definition isn't very interesting. Needs some props to break up the scene. Think about adding a fire extinguisher, possibly a smaller human size door to indicate a room or storage closet. Hanging wires? Maintenance panels, or a treehouse type hatch…
This is exactly the feedback I was looking for so thank you! To meet your first point, when working on the walls I was unsure how far the windows went down to the skirting board, this was especially difficult to read when you look at where the desk's where placed in the concept but I do see what you mean here, shall…
I don't have any experience with Vray so I can't give any technical advice on how to do better, but I can give you some composition advice. The first issue that pops out to me is the color of the lighting you are using, it is too yellowish and more akin to the color of light that an incandescent bulb would give of not…
Note: you shouldn't keep the when quoting on forums. Doubling the images takes a lot of space ;) *blush* Thanks dood ;) The Crytals Room is all made in Spacedraw. In fact, except the blue dino that I unwrapped with 3DS Max to get some shadows, all the other test scenes I did are made only with the combo Spacedraw/Photoshop…
Hey! The first image (of the most recent update) is coming along i like the lighting although with how bright your lights are it should react more with the walls / environment some more color be nice also :) also like the colored wires / info on the wall but i think the metal floor texture is a bit to extreme / noisey, i…