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Photographic Reference - Commercial Interior


Tron
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1288964037.jpg

Studio/Institution: Personal
Client: N/A
Genre: Commercial Interior
Software: 3DS Max - 2011 - Mental Ray
Description:

This is an image I've been working on for fun. Found a photograph of a nice kitchen so I tried to recreate it. I'm sorry that I don't have the reference image as it only exists as a hard copy (to the best of my knowledge). I'll try to scan it next week for comparison. C&C would be appreciated.

 

(ps I realize that I went off the deep end with the glare)

Edited by Tron
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Nice work :)

 

First I think you miss some illumination, I think regarding the size of the windows and your scene should be more bright. Try adjusting your gamma to 1.8 or 2.2 maybe.

Your floor texture seems to be of poor quality, you have too much bump, it should be more subtil, but it's hard to achieve with low resolution textures.

There's strange black line over the door on the back.

 

Nice staircase and modelling anyway :)

 

Now you need to add all the little details that'll make it real ;)

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Thanx for the response. I'm at gamma 2.2 currently.. so I think I'm going to play with the exposure next. The strange black line is simplly the gap between the fridge and the cabinetry/receptacle that houses it... I could take a lower view point to eliminate that detail or simply decrease the gap. Good point with the floor, though. I'll have to take that bump down a tad. The next image will also have some more detail with some more material variation. Cheers.

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[ATTACH=CONFIG]40038[/ATTACH]

 

Having trouble with the floor and am open to suggestions. Theres a little bit of strange illumination in the corner under the counter (found in the lower right-hand area of the screen). This is pre ao pass compositing so that strange illumination will probably go away after that, but its still a weird issue. I am currently using fg and gi to create this image, but I think I am going to try some fg+bounces only to see if I can get a better result. It seems like the gi solution is bleeding color a little too much.

 

 

Also, Im a little confused on the whole gamma issue. Its all adjusted to 2.2, but the textures look all washed out in the material editor preview window.

Edited by Tron
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My interior wood finished floors are basically as follows...

 

bump map which outlines the boards and shows slight rise on nail head, a little variation in height with no wood texture...

 

and then a specular map in the reflection slot which has tonal variation based on the wood grain...

 

same with all the maps I use typically... diffuse, spec, and bump maps...

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