jonathan Evans Posted May 4, 2015 Share Posted May 4, 2015 Studio/Institution: noneGenre: OtherSoftware: 3ds maxDescription: a couple of\early projects ive been working on. Im a begginner so i maybe need to step back and try not to complete a full room . These are my early efforts incomplete in many ways .Thats the current issue they incomplete. All comments and feed back is welcomed nice 1 Link to comment Share on other sites More sharing options...
Francisco Penaloza Posted May 4, 2015 Share Posted May 4, 2015 everything seems to be floating dude. Bottles Rug, even the bed? The color balance of the image it is wrong, You may intend to create a warm feeling with lighting, but everything orange it is not right. Search on the internet, pro photography of interior design, and try to guide your eyes with that. Link to comment Share on other sites More sharing options...
jonathan Evans Posted May 4, 2015 Author Share Posted May 4, 2015 (edited) i agree i was going for a cartoony look i was using a high value to increase the saturation . I have used a light of a temperature value 23000 for an indoor light . I will try the lights with less intensity on the multiplier. I also dont have any light coming through the window yet. I was wanting a light similar to night sky shine against the back wall . im not sure wether to use the vray sun light to acheive the night sky with a sky portal . or if there is better method they are floating ive not place them on the ground yet . your right everything is floating . i also need to correct that I actualy should make those changes and post another sample up cheers for the reply Edited May 4, 2015 by hansolohan Link to comment Share on other sites More sharing options...
Francisco Penaloza Posted May 4, 2015 Share Posted May 4, 2015 Well if you are going cartoony style you may want to review your scene, so far with that models you are telling the viewer that you are going Photoreal. This are very good training videos that teach lighting in production. http://www.thegnomonworkshop.com/store/product/981/Efficient-Cinematic-Lighting#.VUfhmPlVhBc http://www.thegnomonworkshop.com/store/product/1125/Efficient-Cinematic-Lighting-2#.VUfh4vlVhBc Link to comment Share on other sites More sharing options...
jonathan Evans Posted May 4, 2015 Author Share Posted May 4, 2015 (edited) there is alot changes to many to mention . I will try to take this as learning curve. i dont think jumping ahead to complete full room is the right approach. Im toearly in the stages yet . as if see my other pics i have some softer lighting . with a studio set up lighting which has worked as a better realistic effect. . The one ive posted up has not worked. Im glad ive got that feed back to see it clear now . the lighting. I do think a reflection map on the walls could make a difference same on the floor. The lighting i can remove and tone the whole area down . then it would be the same as my first stage see sample cheers for the feed back and realy appreciate ur comments Edited May 4, 2015 by hansolohan Link to comment Share on other sites More sharing options...
Francisco Penaloza Posted May 4, 2015 Share Posted May 4, 2015 (edited) I think the correct way to approach this scene, and any scene actually, would be: - First modeling, try to get the best of it. - Composition, this is very important, your orange view, it is not appealing, photographically speaking, not sure what to look at, the bed, The bottles? - Lighting, this goes connected with composition, here is how you tell your story, if you are going for a late afternoon, you'll have orange colors coming for the window, almost pink, or late dusk would be bluish color coming from the windows, then you have your artificial light, (usually yellow orange tones) all this should be soft, unless your story need an accent, and pretty much you can create a gradient and depth only playing with the colors of your lights. - materials, you can setup these materials in a separate scene or adjust them to match your final scene. - render setting this is just technical - post production, this is to accentuate anything that was left or wrap your scene. Your problem now is not lack of glossy in your wall, your main concern at this stage should be, composition and correct lighting. samples of cartoon style http://i.ytimg.com/vi/L60vdLSADAA/maxresdefault.jpg http://www.doblu.com/wp-content/uploads/2010/01/monsterinc12149.jpg real life samples http://www.domusnova.com/gfx/ul/case-studies/The-Penthouse-dusk-master-bedroom-EB1B-0.jpg?crop=auto&width=640 http://www.talkcondo.com/wp-content/uploads/2011/06/talkcondo-new-condos-in-toronto-entertainment-district-ritz-carlton-master-bedroom.jpg http://cdn.decoist.com/wp-content/uploads/2013/09/Large-windows-in-the-bedroom.jpg keep on practicing Edited May 4, 2015 by fco3d Link to comment Share on other sites More sharing options...
jonathan Evans Posted May 5, 2015 Author Share Posted May 5, 2015 (edited) I agree the orange scene is going to change . I wanted the vray sun light to refllect upon the wall . Im going to create plain walls with bump and refelction map and leave the floor as the ones attached to this post . I want to to get the sun to shine right against a plan wall and floor first with just the bed no lamps or orange scene . That was bad idea . thanks for the reply I check out some vray sun tutorials Edited May 5, 2015 by hansolohan Link to comment Share on other sites More sharing options...
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