Anti-Gravity Bathroom

Had an idea for something like this, I’m pretty happy on how it turned out.

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bump getting near the bottom of the page with no responses

assuming gravity-free environment was intended, the scale and proportions of objects is not supported by the distance between them

based on the perspective the books(0r whatever they are) and glass w/toothbrush are gigantic

How come the books aren’t floating in air? Add some objects closer to the camera then add depth of field because right now the image is unbalanced there is stuff if background middle but no foreground. Also on the sink turn the roughness up it looks very glossy and if a big hint that its cg. One last thing under the sink if it was to be sticking out like that there should be pipes and a faucet. Great job on a starting scene :smiley:

I mis-spoke in the title, it’s more of a ‘mixed gravity environment’ ill add some pipes and DoF should fix the super smooth 1-1 mirror issue.

Ya, your title imply floating toilet bowl water and things that comes out of you floating all over! Not a pretty picture.

lol ridix, its sad that that sounds like a good idea

anyway, heres an update, tell me what needs to be changed/fixed/added, be sure to zoom in to see some of the effects

http://img52.imageshack.us/img52/3816/virtualitybathroom.png

It’s an interesting start, but you have to go more after consistency. I mean: if your intent is to shock the onlooker, you have to choose a different point of view, and make objiects floating, or something alike. Proportions are wrong (by purpose? I’m not sure) all over, and many textures lack definition, e.g. book’s pages and tootbrush’s hair.

The glass and toothbrush are much too big, so are those books, but I think the idea in general is creative and going in the right direction.

I like the idea of this scene and I like where it’s going. So here are a few suggestions:

  • bevel the edge of the sink. I assume you are going for realism but if not, ignore this suggestion.
    You will rarely(If ever) find a sink with sharp corners like the one you have in your scene.

  • Add more objects floating around or on the floor(I.e: toothpaste tube, bar of soap etc…). The pencil is very random and unless you can somehow give a story to it and connect it to the scene, take it out.

  • Establish a focal point. I think your trying to make the books sorta the focal point, but since their blurred out by the DOF, its really unclear. If the books are the main focus, give them more detail such as a texture and maybe rotate them to give the scene a little more depth.

-Give the brush a simple subsurface modifier and model/ texture the bristles of the brush. I know the hair doesnt work in cycles do you’ll have to figure a way around that.

These are some basic suggestions that I think will really help this scene. Good luck and I’ll be watching your progress :wink:

i will take all your suggestions and improve my scene, btw fpsgod17, this isnt cycles, its blender internal

http://img210.imageshack.us/img210/3816/virtualitybathroom.png

This is probably my last update before i go overseas but i might try to add some suggestions if i have time.

Much improved. Definitely better, but not yet perfect.

That’s not the part of an “anti-gravity bathroom” that I would be worried about . . . :no:

Please, I’m looking for critiques, not toilet jokes.

One thing I am noticing now well actualy two the scene is very unbalanced the books are with books and every thing is in clumps also it almost seems to… White almost it looks foggy in the bathroom I think you added a glare and it just doesn’t work in this scene so work on balance and lose the weird tint

that is going on the todo list when i get home

If this is Cycles, set the roughness value of the glossy material of the mirror to 0.

The bevel modifier on the sink is way too strong. You just want it to look like a little wear on the corners, not like it was manufactured to have big gouges on the edges. Now the edges of the bevel need beveling, unless you shrink it down a lot.

I’ve already said that this is blender internal, and its been pointed out that its less realistic and looking back at the earliest picture, ive got to say i agree

thanks for the input, this definitely needs to be fixed, in retrospect, its hard to see why i missed it.