Just felt like getting all the suggestion before im done with it. Suede Leather...not glosy...or shiny type.
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i dont know....... looks very odd to me, i would expect this to be a lot more brighter, since the floor and the roof are white.... also, to me it aint look like suede, and a smoked glass in an interior doesn't look coherent, at least for me , also, the reflection on the doors and wood is waay too strong.Best Regards.
Jorge Zamudio.
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Updated
This is a lobby for a hotel...cant tell you which 1 yet...
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I do have to agree its very strange looking. The black tile looks a little large, and maybe not reflective enough.
Also, with the pieces of art, i would think they would have a couple spot lights on just them, just so you can see them better and it would also help bring out the contrast on the black tile.
You may also want to change the camera angle? The directional lines of the tiles are leading your eye almost directly toward the middle. The scene looks nice though
little side note, i want to know what hotel it is, looks like a great place to go just after they waxed the floors
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I have a guess about the strange look of suede.
It may be due to the perception of geometry- I mean the arms of the chairs are too thin and with too sharp corners to be suede... to feel suede we have to feel the bumpy soft feel of the sponge material under suede-so the corners are more round. with this flat sharp corners, if you put suede on that chair, it will be worn out easily.
so this perception of the physical world can make the suede look strange
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Not sure what went wrong, the tiles for the floor and wall was vray material....just didnt turn out well....desided to use standard mat with raytrace,,i guess this is much better than the last.
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Hi Reza
I think everything is technically mastered: good lights, good materials (xept maybe the tiling on the floor, either too big or not quite the right kind of tile: those look like big ass bathroom tiles...).
The may problem to me is the point of view from where you're looking at this space: I would chhose a point in space where you could be walking to somewhere else, or standing to wait for someone if it's the hall or whatever. I would also try to avoid the 1 point perspective effect which outline the direction of the tiling on the ground (as somebody already mentioned...).I think you can still have your chairs on the foreground (very nice material by the way) and yet still give a feeling that there is more space in this room (which is kinda spoiled by the fact that I would fall down on those chairs if I was walking straight ahead).
Hope it'll help
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As for those floor tiles, I would lower the blur value to .1 or even lower and turn filtering to summoned area. As of now you got the game engine look to the tile texture, as they blur off quite fast from the view point.
Do you render with "filter maps" checked in the render dialogue?Signing out,
Christian
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Maybe if you make the tiles more reflective and glossy, that might just bring them too life. While everything is right in the image, it still looks kinda dull, but i just cant pinpoint what. Maybe putting glossies on most of the stuff like walls and that wooden counter, that might do it?
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it is safe as long as you use raytrace reflection and not raytrace material...the floor that is casting the white beam is using raytrace reflection.
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Ah... That's good to know. But why would you want to use raytrace?
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