(*) Please ignore the crap quality render - these are only test settings, i think only 4 dmc subdivs so ignore the noise (*)
I know the bump on the floor is pretty poor - i’d like to change the floor material all together but the architects are happy with it. I’ll reduce the bump amount.
The wood rafters seem to have pretty strong reflections, and therefore highlights, maybe needs to be more glossy? I like the floor, I agree is a bit strong, but maybe swap to displacement.
I think they look great. Agreed about the reflection on some on the beams, but also the floor tiles seem a bit on the large side, especially compared to the chairs in the second image.
hey steve!
Looking good, the bump on the floor is a bit heavy and the gaps between look a little large too.
Some funky coloured wine you have too, must be aussie wine
nice conversion - looks like a great space for entertaining (good bathroom for exhibitionists- hoprfully the toilet is out of view for more shy guests;)
yeah, the bump on the floor does look quite intense
are the white speckles on the wooden beams reflections or noise? they look like they have a very high-gloss varnish.
hmmm… a slate floor would certainly be nice. the current floor is to monotone with the rest of the space in my opinion. i know you can’t change the floor in the production images, but maybe a under painting or some other ambiance would add a bit more color variation to the images.
thanks for all your crits. Here are the updated images.
I agree with everyone about the floor, but this is what they want for the planning app… When i get time i’ll try and do some renders with a different floor.
Oh, and it was just a normal map on there anyway. I think the bump is still too strong, but in reality really large flags like this would be pretty un-even and large gaps. But it think it could be far nicer with a different texture and more thought…
I really like the space and I think your renders are very good!
This could be personal (or my monitor) but I find the renders too dark, take a look at their histogram in ps. The peak is all the way to the left.
The RGB values of the white wall are in the 150-180 ballpark, i like them to be in the 200-230 ballpark. Because of that, the box seems a bit dull to me.
To show you what I mean, i had a go at it in ps. Sorry for the compression artefacts..
Other things I noticed:
- the stone wall at the left side of the third render is a bit too sharp
- your wooden beams could use some sort of highlight at the edges to more define their shape.
- i second jacksc02 on the tiling of the carpet.