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abdulmuminsmith

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  1. Updated some materials tweaked some lighting and added trees, as well as changed the camera angle.
  2. Before I make any further suggestions, my first would be change/raise the resolution. Right now it looks like a blurry foot tall model. One thing that can be done to minimize this effect is to check your scale, those bushes and lights look pretty big to me when compared to the door which is on average 3.5ft w 6 -7 ft h.
  3. Also, to make a straight camera press alt+r to clear the rotation then rotate by 90 degrees on the x axis then rotate along the z axis until you are viewing the room.
  4. Much better! You should use an excellent addon called archimesh, it allows you to create Windows doors roofs and rooms among many other things with incredible ease. It also creates default cycles materials as well as uv maps. I can't link it right now as I'm on mobile.
  5. Along with revising the curtain material I removed the plant, added some color to the area rug, and moved the curtains. I also tried to composite in a tree but I need second opinions on it; the clean up was very messy as you can see at the top edge of the window but I'm more concerned with the perspective.
  6. Changes made: Darkened Leather Revised curtain material + Curtain placement Darker wood Plant removed Color added to rug I tried adding a tree but my cpu can't handle it (I'm not rendering on my main machine right now); I'm still looking for cutouts of people.
  7. You are very welcome for the input. You are correct, Blender Units and Meters are a 1:1 ratio. Andrew Price has provided two HDRI maps in the free Architecture Academy starter pack (along with some other cool stuff) which he provides a node setup for in a tutorial. With HDRI maps you will not have to use mesh lights or lamps as it is a physically based map and will light everything with real world accuracy.
  8. Some tips: Modelling from real world dimensions always adds realism; under the scene tab you can set Blenders units to Imperial or Metric rather than the arbitrary blender units. Whatever material you are trying to make look up references for that specific material (walls flooring, roofs, etc.). It looks like you just pasted a wood floor material. Andrew Price has an excellent tutorial for realistic textures in Blender (assuming you are using cycles). Think about who will (co)habitate and what items they will bring in, what items they'd need for comfort, etc. For lighting always use HDRI maps; right now it looks like you're using the integrated skymap for Blender which won't give you the realism you are striving for. Also during a daytime scene never use artificial light. Add more "passive" items and furnishings; things you wouldn't look twice at in your own home but you'd notice if they were gone: tables, chairs, bookshelf, lamp, etc. Make it look more alive: add opened books, glasses, plates, etc. And don't be afraid to use pre-made/3rd party models; all the pros do! Don't try to make your raw render you're final image; post-processing in Photoshop or Gimp is always good. Also for compositions/camera; try not to rotate the camera up or down, a straight lens looks best!
  9. Hi, my name is Abdul-mu'min and I've recently taken a strong liking to Arch-viz after two years doing random works. So for the past two years I've been learning Arch-viz; my software of choice is Blender 3D with Cycles and, of course, Photoshop for post-pro. I've spent the last three years cooped up in the Blender Artists forums which, I believe, my artwork suffered from so now I am happy to join this community of VERY talented and inspiring artists and hope to join the top ranks one day!
  10. Studio/Institution: Freelance Genre: Residential Interior Software: Blender 3D - Cycles - Photoshop CS6 Description: I am new to the forums so let me start by saying hi. This is a project I am currently working on for my 2014/15 portfolio. Right now I am focused on interior materials/composition; the rug and curtains are currently giving me some grief. I don't suppose a lot of you are familiar with cycles or blender so I am mainly looking for composition and post-pro tips. Rendered at 1000 x 1500 px, 1000 samples, with post-pro in PS CS6. It's a little noisy right now because of caustics, also I need to set a clamp value.
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