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suggestions and critics for making more realistic


mistrymah
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I think that the two things that jump out at me most are the overall composition and the confused sense of scale.

 

The tile floor, if I'm comparing to that couch, are somewhere in the 2m x 2m arena and then the couch itself doesn't seem to be an appropriate height, width, and depth. Try getting a spec sheet from the internet on a similar style couch and use its dimensions directly.

 

As to the composition... Think about the fact that people don't often live in a room where there is a one couch, a fan, a speaker above the window and that's it. They have stuff. Carpets, pictures, mirrors, plants, coffee tables, etc... Work from a reference image and you'll get a greater amount of detail and realism. In, fact, I'd say that the detail of your scene is going to give you your greatest amount of realism and then lighting and materials.

 

The only additional thing would be that your background image is very dull. brighten it up so that it equals the intensity of the light showing on the floor.

 

There is a lot more that can be done before you are going feel it a photo-real image, but take it a step at a time.

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I think that's an air conditioner above the window instead of a speaker

Um, and yeah, everything else Corey mentioned.

Look up living room photos on the web for examples of how to setup the scene.

 

I'd also recommend rendering first in wireframe or greyscale until you get the scene looking more detailed/realistic and then start looking at lighting to set the mood/camera settings and then tackle materials. Trying to go from 0-100 when you are starting out usually ends up making you chase your tail.

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The tile size is on more of a commercial scale that you would find in a hi rise lobby. Residential scale is usually 1' or 2' square.

 

The couch looks uncomfortably squished into the corner. I would move it to the right to give it some breathing room.

 

One thing that's also missing is base boards - usually 4 high.

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  • 3 months later...

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