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deviantkid — home interior -kinda final-

Published: 2004-10-24 04:43:10 +0000 UTC; Views: 504; Favourites: 1; Downloads: 72
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Description wow. i was able to texture and light this scene for a whole day and im pretty satisfied. just couldnt get that hyper-realistic look HECK, what do you xpect from a sooo new 3d artist. c'mon kant you forgive it?! lol. the lighting is kinda odd too. well, that's what i could do for now, i actually rushed this piece to beat midterm deadlines. that it for now mates. (CANIM-1 project [study of an interior])

NOTE: the original concept of this was not actually percieved by me. unfortunantely, i couldnt find the rightful owner of this. *still lookin.....* i just used this concept for 3D PRACTICE ONLY! so im not claiming that i was the one who made this scene. though i modified some portions of it which are somehow...my original. just have this thing up for crits to improve myself.

thanks
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Comments: 7

enfusion [2005-03-03 16:44:47 +0000 UTC]

I think it'd benefit if you learn how light works, and bounces off surfaces, etc. For instance, I can see the side of your cabinets are pure black, meaning you don't have light pointed at that direction -- but in real life, day/sunlight shining from the window to the scene should bounce off the walls opposite to it, and illuminate that part of the cabinet. (So, you might put an omni there at the back wall, even if really there's no light source there -- just so you could "paint" in some light in your scene.)

(Global Illumination, GI, emulates this phenomenon. You can either look into GI, or try to make the light-bounces yourself)

You lights, by the way, look quite off -- in real life, the living area should be quite bright from the sunlight, and since the room lights are off, the dining area should be quite dim. And those speculars at the ceiling make me think you put your light INSIDE the living area (as if there was a lamp right above the sofa).

I see you draw, you should have an advantage of knowing how to visually mix colors and light intensities, etc btw, I think your colors are quite off too, like for instance, your door is pure white (255/255/255), which usually isn't acceptable. (Maybe a light grey; then your lights may be a mix of a slightly cool and warm color for sky reflections daylight, sunlight, etc -- you should know this from painting that pure whites/blacks, and grays sometimes, are taboo )

Also, one thing you DEFINITELY should look into are area lights. These make soft shadows, instead of the default 'blocky' shadows. (I think Maya comes with mentalray which comes with the ability to make area lights.)

Trying to be constructive with my criticisms here. Keep up the good work.


Rico

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deviantkid In reply to enfusion [2005-03-04 10:22:22 +0000 UTC]

rico?..hey dude. thanks for a very well crit. sorry, was jus experimentin since we're not taught how to use lighting jus yet in canim1(perhaps ur prof did). i was actually the only one who tried this in canim1. i know we'll get to know more of this in canim3 anyway *i suppose.

to tell u honestly, i tried lots of lighting styles for this. even myself wasnt happy anyhoo, thanks ill take ur suggestions mate. hope ill be able to do better next time

cheers

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aquaglow [2004-10-24 13:15:25 +0000 UTC]

Good scene and modelling, though the materials fit the scene well, it would benefit from some bumpmapping, everything looks a bit too flat.

What program did you make this with? Renderer?

It's hard to achieve a hyperrealistic look without using (or at least emulating) global illumination.

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deviantkid In reply to aquaglow [2004-10-24 15:17:48 +0000 UTC]

"...bump mapping and global illumination ARE" jus correction lol

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deviantkid In reply to aquaglow [2004-10-24 15:15:13 +0000 UTC]

hey. thanks for da crit. im reely new into this i dun even know what bump mapping and global illuminatios is..hehe. perhaps you can teach me?? lol. i used maya 5 for this and the default maya renderer. i know i need to get a good renderer i only know v-ray for 3dmax. nothin for maya. this is my first maya project i never thought i learn this thing in just 2 weeks. cheers

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aquaglow In reply to deviantkid [2004-10-24 16:36:48 +0000 UTC]

Some definitions:
Bump mapping adds lighting detail to an otherwise flat surface, giving the surface a "bumpy" look and feel
Global illumination: A simulation of indirect illumination of objects by diffuse interreflection of light coming from diffuse surfaces

Global illumination basically bounces light off all objects around a scene, and provides very realistic light effects.

I'm not sure about maya renderers, I'd love to help but I've simply never used it. I believe the other renderer which comes with maya is called 'mental ray' though, give them a look up.

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deviantkid In reply to aquaglow [2004-10-24 18:05:57 +0000 UTC]

hey man, thanks for the enlightenement! what a genius. ill see what i can do

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