Author Topic: Living Room  (Read 5803 times)

2016-01-20, 10:21:54

Jadefox

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Hi Guys

My first attempt...
Please don't be gentle criticize the hell out of it

Regards

2016-01-20, 11:44:10
Reply #1

Image Box Studios

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Hi..welcome Jadefox. your first attempt look good. lighting and shadow is very soft and nice. exterior look balanced with interior.
and this small kid look awesome. well done. Only one think, please move sofa and basket little bit up.

2016-01-20, 12:22:30
Reply #2

maru

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My notes:
-the bright object to the left (sofa? chair?) looks like it is intersecting with floor
-the child (is it 3d or pasted?) looks like it is pasted - the wrinkles on the clothes are very dark, as if there was no or little GI, it could be fixable in post
-there is some strange blurring in the smaller window - I am not sure if it's DOF or some frosted glass, but it looks wrong
-it looks like brightness is different outside of each window
-the leaves/plants outside have bright outlines
-there is some grey background visible instead of sky (?)
-plants look unnatural, they probably lack reflectivity
Marcin Miodek | chaos-corona.com
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2016-01-20, 13:48:04
Reply #3

Jadefox

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@image box : Much appreciated and Yes you are right , I did not notice sofa was intersecting

@Maru : First and foremost thanks a lot for the feedback, only way I can get better . I responded below

My notes:
-the bright object to the left (sofa? chair?) looks like it is intersecting with floor ( Sofa , and yes I must adjust placing )

-the child (is it 3d or pasted?) looks like it is pasted - the wrinkles on the clothes are very dark, as if there was no or little GI, it could be fixable in post ( it is pasted , but I upped the darkness too much I can see what you mean by its wrinkels )

-there is some strange blurring in the smaller window - I am not sure if it's DOF or some frosted glass, but it looks wrong ( That was not supposed to be frosted but clear , actually no Idea why it came out like that )

-it looks like brightness is different outside of each window ( My mistake again I tried to bring in some detail in PS by lowering brightness )
-the leaves/plants outside have bright outlines ( Please help me with this ,I save as Png to put in my own background post but there is an halo around all my leaves )
-there is some grey background visible instead of sky (?) ( Upping exposure inside made outside way overexposed , again not sure how to fix )
-plants look unnatural, they probably lack reflectivity ( they are evermotion and converted in corona , how do I check for that )


2016-01-20, 14:01:10
Reply #4

maru

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-the leaves/plants outside have bright outlines ( Please help me with this ,I save as Png to put in my own background post but there is an halo around all my leaves )
The best solution would be to use other software than PS.
If you must do it in PS, you can try Layer > Matting and the options which are in there.

Quote
-there is some grey background visible instead of sky (?) ( Upping exposure inside made outside way overexposed , again not sure how to fix )
If you increased exposure, then how could it make sky grey instead of even brighter?

Quote
-plants look unnatural, they probably lack reflectivity ( they are evermotion and converted in corona , how do I check for that )
You can just sample the material from the object in material editor and play with it.
Marcin Miodek | chaos-corona.com
3D Support Team Lead - Corona | contact us

2016-01-20, 14:07:28
Reply #5

romullus

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-plants look unnatural, they probably lack reflectivity ( they are evermotion and converted in corona , how do I check for that )

You may want to read this: https://forum.corona-renderer.com/index.php/topic,9837.0.html
I'm not Corona Team member. Everything i say, is my personal opinion only.
My Models | My Videos | My Pictures

2016-01-20, 14:12:09
Reply #6

Ricky Johnson

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I'd advise to go through some of the textures as well, in particular the timber ones, and check on the scale and position of the mapping.

The scale of the texture on the wooden floor looks very big for example. Depending on where you got your textures from, some of them have a real world scale noted with them which can be useful for a reference point (Arroway, CG source etc.). You've also got the floor mapped as though it would have a continuous texture across the joints but realistically each plank in that floor is a separate piece of wood so the texture should differ for each. There are a few approaches to this. The Floor Generator and Multitexture Map available at CG Source are free and they automate that process. Also, just details like the vertical seams visible at the texture edges on the timber rafters in the ceiling. They don't belong there in reality so it's best if you can avoid them by adjusting the mapping.

You've got some bad geometry on the wall that faces the camera on the left hand side. I guess there are some big triangles with odd shading running between the corner of that downstand at the top of the wall and the corners of the shelf lower down. I'd model it with quads instead or however you prefer (just not with the big triangles).

2016-01-20, 14:29:06
Reply #7

Jadefox

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-plants look unnatural, they probably lack reflectivity ( they are evermotion and converted in corona , how do I check for that )

You may want to read this: https://forum.corona-renderer.com/index.php/topic,9837.0.html

Thanks Rom will do

2016-01-20, 14:31:53
Reply #8

Jadefox

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I'd advise to go through some of the textures as well, in particular the timber ones, and check on the scale and position of the mapping.

The scale of the texture on the wooden floor looks very big for example. Depending on where you got your textures from, some of them have a real world scale noted with them which can be useful for a reference point (Arroway, CG source etc.). You've also got the floor mapped as though it would have a continuous texture across the joints but realistically each plank in that floor is a separate piece of wood so the texture should differ for each. There are a few approaches to this. The Floor Generator and Multitexture Map available at CG Source are free and they automate that process. Also, just details like the vertical seams visible at the texture edges on the timber rafters in the ceiling. They don't belong there in reality so it's best if you can avoid them by adjusting the mapping.

You've got some bad geometry on the wall that faces the camera on the left hand side. I guess there are some big triangles with odd shading running between the corner of that downstand at the top of the wall and the corners of the shelf lower down. I'd model it with quads instead or however you prefer (just not with the big triangles).

Hi Rick

You 100 % correct I need to go back to the drawing board on texturing

The "bad Geometry " is shadowing. I have two lights one from the front and one from above ( very nicely picked up though )