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my futur loft

Comments 8

A conversation around the artwork
richterArchived

Some very good points mentioned by Rashad and Alexandr - there are plants missing and/or a few more paintings on the walls to complete the composition plus additional attention to the texturing and real-life material is needed. Let's start with the floor - a really nice parquetry but there's something missing. In my opinion this is the bump and a noticable level of specularity so the lacquer work will show its true beauty. Now it seems too non-interactive compared to the surroundings. Very few are the items in the real world that haven't got bevel on the edges - so you did well with the sofas' edges but other elements of furniture lack this vitally important detail, take the stairs for ex. Rashad mentioned also the reflective surface, I agree with him. Taha, maybe you should rely more on specularity then reflectivity to simulate chrome or brushed aluminum surfaces (I believe you might've used some of Vray's presets mat-s for that), the tricky part I've found for myself when working with such materials is to be aware When an object [I]has[/I] to lose its "mirror" appearance and where's the point when it starts to look more like a metallic surface. Lighting... well some will say that VRay has the final word about that, though they'll be wrong, because it is you - the artist. I see somekind of noise on the walls of this loft. I'm unaware if your renderer has a "final gathering" as a rendering option. In Maya when I render an interior using only mentalRay's global illumination I also get sometimes such splotchy places on the walls/ceiling as you here. Generally the GI lighting in Maya is meant to be used along with Final Gather which at the end smoothes the overall result eliminating all possible spots and "stains" on the walls. However if this doesn't help you (if Max doesn't have FGather) then a possible solution to have nicely white walls will be to increase the photon radius (you must have such option) and increase the number of photons used. I hope this helps in removing the "noisy" areas. Finally I would highly recommend you to play with something called "Ambient Occlusion" and pehaps find some tutorials about it in 3dsMax. Rendering an additional occlusion pass and layer-it onto your final render using "multiply" for the layer in Photoshop will give a lot more depth and indirect soft shadowing within your render. See [URL=http://img300.imageshack.us/img300/2307/passespresentha3.jpg][this image][/URL] to see what I mean about the occlusion. Good luck further, pal!

rashadcarter1Archived

Great render. It is so good that I will not stress what works but will comment on the few things I notice that are not yet fully real. The floor pattern looks good usually, but it looks less like wood and more like some artificial panesl. The reflective surfaces somehow appear CG compared to other elements, hard to explain why. The models in the scene are great, I wonder if these are your models? Very nice as always.

AlexandrArchived

Realy good render! But I think the room is too empty, maybe you should add some plants? Anyway, GREAT!

bullit35744Archived

This is really very crisp in detail. I like the silver chairs.

tahoArchived

adrian Adrian you really know what kind of wine i like but for i say the truth i think you know wine so well ; ) so if you pass from hier i will invite you to finish few bottels oki

dhamaArchived

Headline I love the flooring and I would like to see more reflective surface, and more lighting. I can't fault the object creation or layout, I love the sparsity of it, and would gladly live in such a place....erh, this is hot running water right?

adrianArchived

Very nice place, dont think there are children living here. The wine could be white horo? Did you modelled this yourself?

HoroArchived

A nice and tidy place, a bit empty but nevertheless very inviting. The wine bottle looks as it would contain only water. What a disappointment ;) I really like how you modelled the loft completely.