Pretty new to this type of rendering. It's a decent start but no one is going to be fooled on whether it's a photo or not. I know I have a few geometry problems. For instance the chair model I used in the front definitely needs smoothing out. Just curious from some of you who post amazing renders on here. Looking at this and thinking of photo-realism as the ultimate goal, what do you look at and think "Well we've got to fix that issue first?' Thanks for the input!
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First, I would caution against photo realism as being a goal or even being what you should strive for. Even photos aren't photo realistic, and I think that's a term that we desperately need to get away from. But that's a whole other (and long) discussion.
I would focus on the stuff that makes a building. Yes, the floor texture is bad (too big, oriented wrong way, not actual material), but thats not the only problem: really pay attention to how wood floors are an integral part of the architecture and structure in these types of space. See how they change (or not) around openings and structure.
http://www.techofficespaces.com/full...greene-street/
Same thing with your office cubes: its a pane of glass that is impossibly big and has no structure and no edges. Having doors is great, but that's not how doors are integrated into the design and structure of a glass wall
http://madlonsbigbear.com/wp-content...lls-3-5085.jpg
Same thing with the desks: right now its a giant (very thick) slab of white, but that's not how systems furniture is made. Look at photos (caution: there are a lot of bad renderings out there) to see how they actually go together, the structure, how they connect, joints, edges, etc.
http://safarihomedecor.com/office-de...home-furniture
We could give countless tips on materials, lighting, background imagery etc etc, but if you want a thing to look like a thing in the real world, then the best place to start is by actually looking at the real world thing, figuring how it goes (and stays) together and modeling it as its actually built.
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Good points about materials and realistic details. I would also add that camera composition and lighting are very important as well. Your view seems very wide angle, and shifted too much towards the floor. Look at examples of good renders/ architectural photography and see how the shots are composed. Use 2 point perspective. For lighting - I would add in daylighting from the windows - even something as simple as hidden rectangular lights just outside the windows (same shape and size as the windows) would go a long way to making the lighting more realistic.
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Excluding the problem on floor material and some other details, this image is a good starting point for a development on photoshop / cameraraw, or even if you export it to 32 bit, arion fx
below 2 minutes editing of framing, exposure, color grading and contrast... with a 32 bit image you can do better..1 Photo
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