Privet, Sergey!
Prekrasnaja rabota! :)
Anyway, you've heard tons of praises already, so I'll just point out a few things that tick me off so you can look out for them next time or fix them later if you feel like it :)
In the first batch (page 1): low poly book breaks the illusion when you notice it. The lime in the bottle render - looks plastic and badly warped, not too keen on the grasses there either. The chopping board - the wood looks to be made to match the kitchen design, but it looks plastic and manufactured - not a luxury real wood product. Deer antlers in the modern image - plastic, would prefer a more real texture for it, maybe even wood. Lantern - low poly, would prefer it smoother.
Second batch (page 2): Bump map on the bottle low res? It looks like it's pixelating the refraction. Label lower res too? The phone - low-poly - the rounded corners are very clearly low poly, would probably not pass at an ad agency due to this. The cake - chocolate sponge is clearly bump-mapped, lacks depth (especially rolling off into the distance) - maybe a displacement would be able to fix that?
And the biggest one - the fireflies and noise in the highlights and bokeh REALLY distract me. Personal opinion, of course, but I wish you'd left the renders to cook for a bit longer!
Remember - on real cameras (and I'm a working photographer too!) - the noise appears in the shadows and somewhat in the mids (depending on ISO), highlights remain pretty buttery smooth. So having a noisy bokeh highlight or a noisy specular is just wrong.
Otherwise your coffee cup is great, your honey shader is brilliant, the design is very nice - not much else to complain about there!
Take a look at using higher poly meshes (or using turbosmooth where appropriate or fixing in photoshop) for close-ups, tweak a few shaders as mentioned and you'll be right on the money :)
« Last Edit: 2015-08-25, 14:46:49 by Rimas »

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