Flat interior - C&C welcomed!
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@redfoxy said:
Hey. This is my first post in a gallery forum here. This is pretty much a second scene I have ever been working on in Sketchup and all the comments and tips would be really appreciated, so I could develop it more and help it look better.
I know that kitchen still recquires a lot of work, especially the fronts of the cupboards, I really don't like how flat they appear, and have been trying to fix that but tbh can't really get past that "flat" effect...Really lovely , good job
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what render engine do you use ?
As fot the flat effect, I do agree as the left part of the image looks a little bit flat, it maybe needs darkening some part in Photoshop...but anyway, it is already Great.
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Hi RedFoxy, welcome to the gallery forum! I'm quite new here too.
First off, these are great images for just being a second scene! I'm already eager to see what you'll be making after 10 scenes/projects.
Nevertheless, there's always room for improvement, some additional info would always be handy. (Render engine, material settings of the ones you don't like),..
-The woodgrain on the window frame all run in one direction
-Windows are a bit simplistic looking
-Concrete texture doesn't tile perfectly and is a bit low-res/tiled too big
-Woodfloor doesn't tile perfectlyMaybe try to play a bit more with the camera (levelling it, focal field so the scene looks slightly bigger, etc)
Still, very neat work. Keep us updated!
Cheers,
Roo Evans -
looks pretty good...the kitchen parts definitely need some detailing. bevelling those edges could be a good start.
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@krisidious said:
I don't have anything to offer... It looks quite perfect. Especially all the imperfection. the table slightly turned, the shades drawn at different levels, pillows on the floor... It looks like a photo.
as far as the cabinets I would remove the reflections... Unless it's metal most don't reflect that way. it's more of a dull shine on laminate. or a glare if you will.
Fantastic work.
Thank you Krisidious I thought that those imperfections would make the flat look more lively, if you know what I mean, rather than looking like straight from catalogue Will definitely try with the reflections, but I wanted it to have this very polished finish. Anyway I am willing to try anything so thank you for the suggestions
@mitraniulian said:
@redfoxy said:
Hey. This is my first post in a gallery forum here. This is pretty much a second scene I have ever been working on in Sketchup and all the comments and tips would be really appreciated, so I could develop it more and help it look better.
I know that kitchen still recquires a lot of work, especially the fronts of the cupboards, I really don't like how flat they appear, and have been trying to fix that but tbh can't really get past that "flat" effect...Really lovely , good job
Thank you very much
@unknownuser said:
:shock: what render engine do you use ?
As fot the flat effect, I do agree as the left part of the image looks a little bit flat, it maybe needs darkening some part in Photoshop...but anyway, it is already Great.
Thank you, the engine I am using is vRay
@roo evans said:
Hi RedFoxy, welcome to the gallery forum! I'm quite new here too.
First off, these are great images for just being a second scene! I'm already eager to see what you'll be making after 10 scenes/projects.
Nevertheless, there's always room for improvement, some additional info would always be handy. (Render engine, material settings of the ones you don't like),..
-The woodgrain on the window frame all run in one direction
-Windows are a bit simplistic looking
-Concrete texture doesn't tile perfectly and is a bit low-res/tiled too big
-Woodfloor doesn't tile perfectlyMaybe try to play a bit more with the camera (levelling it, focal field so the scene looks slightly bigger, etc)
Still, very neat work. Keep us updated!
Cheers,
Roo EvansHello Roo Evans and thank you I totally agree with you, and really appreciate all the suggestions. As I said the engine I am using is vRay and will update you on the material info as soon as i get my hands back on the project, since I am taking a little break from it and work on my major project for the final year of my studies
You are totally right about the windows and will definitely work on improving that
As for the concrete and woodflor not tiling properly - thanks Didn't see it that bad, but since it is obviously noticeable will definitely improveWill sure keep it updated!
@carloh said:
looks pretty good...the kitchen parts definitely need some detailing. bevelling those edges could be a good start.
Thank you, will try that
Thank you all for all the kind comments, hopefully with all the suggestions it will improve into something even better!
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Better than I can do.
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For me, ambient occlusion works fine in this situation, but not with the default settings.Try to make a small radius a small amount as well, something like 0.2 radius and 0.4 for the amount of AO. Still, I must admit, that glass (table and back-splash) looks brilliant. I'd never succeed to make one like that.
Regards
Stefan -
Good start, Katt. To me, the window in the first image (direction of grain, detailing, etc.) and the loss of detail in the kitchen are the biggest areas of improvement.
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@redfoxy said:
Hello Roo Evans and thank you I totally agree with you, and really appreciate all the suggestions. As I said the engine I am using is vRay and will update you on the material info as soon as i get my hands back on the project, since I am taking a little break from it and work on my major project for the final year of my studies
You are totally right about the windows and will definitely work on improving that
As for the concrete and woodflor not tiling properly - thanks Didn't see it that bad, but since it is obviously noticeable will definitely improveWill sure keep it updated!
You're welcome Don't worry about the floor too much, that's the 'smallest improvement' I'd make. As Stefanq stated, also try to use AO. This might improve the scene dramatically!
Looking forward to the updates!
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Thank you for all the comments and suggestions
@stefanq said:
For me, ambient occlusion works fine in this situation, but not with the default settings.Try to make a small radius a small amount as well, something like 0.2 radius and 0.4 for the amount of AO. Still, I must admit, that glass (table and back-splash) looks brilliant. I'd never succeed to make one like that.
Regards
StefanWill sure try that today! Thank you
@daniel said:
Good start, Katt. To me, the window in the first image (direction of grain, detailing, etc.) and the loss of detail in the kitchen are the biggest areas of improvement.
You are totally right, I am definitely not satisfied with the kitchen and will have to add more life to it! Thanks Also good point with the window.
@roo evans said:
@redfoxy said:
Hello Roo Evans and thank you I totally agree with you, and really appreciate all the suggestions. As I said the engine I am using is vRay and will update you on the material info as soon as i get my hands back on the project, since I am taking a little break from it and work on my major project for the final year of my studies
You are totally right about the windows and will definitely work on improving that
As for the concrete and woodflor not tiling properly - thanks Didn't see it that bad, but since it is obviously noticeable will definitely improveWill sure keep it updated!
You're welcome Don't worry about the floor too much, that's the 'smallest improvement' I'd make. As Stefanq stated, also try to use AO. This might improve the scene dramatically!
Looking forward to the updates!
Cheers Will be updating soon for sure!
This is why i love constructive critique! Thank you so much guys, all your words are appreciated and taken into consideration!
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Real nice. Agree with some comments.
Camera position real good. I'm just learning myself, use Twilight. -
Katt,
Very nice work for a beginner. You have received plenty of rendering suggestions so I will tailor mine to Interiors based feedback. There are two levels of design that I always look for in good imaging that set the really great project work apart. One is scale, and the other is assembly. And they can apply across multiple aspects as well.
For instance - Look at your two images and then look at similar spaces in magazines and/or on the web, or at actual life. If your environment doesn't look like what you are rendering, that doesn't really matter. What you are looking at is in the details of scale and assembly.
For instance in the first image;
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Look more closely ta how a window that size would be detailed. The small section of wall (assuming drywall covered) below the window to the floor is a bit odd from a construction assembly standpoint. It would be more likely the internal opening would go to the floor and the frame would sit on the floor. Or as an alternative put a nice thick sill/window stool on there wher you could set plants in the sunlight.
list] -
The Shelf over the flat screen - how is that attached / supported from the wall?And as was suggested before - a slight bevel on the edges reflects more realistically - just like adding small gaps between the shelf and the wall would add a slight shadow line hinting at an attachment.[/[/list]
For the second (kitchen cabinets) image;
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Look at real life and then the scale of minor details like the thickness of the counter, the height and depth of the toe-kick (base) of the cabinets, the support structure (plate or platform) that would be at the top of the peninsula leg under the counter, and ssuming granite as the material you are depicting - what type of edge the surface would have.
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Small details like a little tilt / offset of the painting on the wall, some definition on the material and what is in the opening in the base cabinet at the corner, the material definition (needs to contrast) of the handles / pulls
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The scale / size / materials of the Range / Exhaust hood / backsplash
It not difficult to tweak these things to make what is a very good image even more realistic, it just takes knowing what to look for and the effort to look!
Looking forward to seeing your updates!
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Good but,
Imagine a room like this you are standing same as the camera angle,
light outside is really like snap is of afternoon 2 clock in the summer.
looking inside the light doesn't cover the room.
you can also do that by adding passes in the vray for sketchup and then post-processed in photoshop.
Keep V-ray rectangle light slightly away from the window so the window will not get over-exposed.
You have to concentrate more on static lightning, I mean the if the room has more than 1 renderings then they have to be similar in material, lightning in all view.
Your second image is not matching with the first. It happens.sometimes.
The main thing in that is floor's material. you can also change it by using render element like "wire color".
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