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Living/Diningroom


craig.t
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craig.t,

 

The modeling looks good although the soft chairs look too unused, smooth and shiny. The bump on the wall by the door might be a bit much. The scene is too dark in the foreground, with the falloff falling off too quickly (the ceiling indicates that). The bright lighting of the roomside wall of the far exterior wall, above the window, is puzzling and not life-like to me.

 

One last comment: work on your composition. Horizontally bisect the image and you will see that almost all of the interior furnishings and accessories are haphazardly distributed around the lower half of the split image while the ceiling is foreboding and cold.

 

Keep up the good work and I look forward to seeing more.

 

L.

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Hi leoA4D

 

Thanks you very much for the comments, some good pointers, i was not really happy with the lighting i seem to have a problem with the vray light that i placed in the open door way reflecting in the main window, i turn the multiplier right down with resulted in a slightly darker room. Any pointers on this would be a huge help.

 

Kindest regards

 

Craig

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Hi, nice render man. Just one comment. The wine glasses, something is not right about the refraction. If you used the glasses from evermotion(early version), then better reapply the material for a more convincing results. Cheers

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Looks nice Craig....How are you finding Vray?

It is producing great results....

 

I think your perspective is a bit out though....

the background image needs to be rotated a bit square to the camera.

 

Lee

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I'll second strat's comment about cropping out some of that ceiling.... also bump up the subdivision's on your main vray lights casting the illumination, it will get rid of most of the noise in the scene. if they are still on the default 8 take them up to 12.

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Folowing leoa4d's comment, maybe you should experiment more with the color mapping settings. From what I see I believe that you are using the old "linear color mapping". If that is the case, than you should experiment more with the bright/dark multiplier... if you chose to stick with that type of color mapping...

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