Ok, most of you are probably thinking ‘ha, that doesn’t look like a beach house’, and well, you might be right, but I did start this project with a beach house in mind ;). However I am having problems with making the room look like it would actually be used in real life. All the proportions are accurate (except for maybe the lamp ;)) however it just doesn’t look right. Any advice on what to add/remove to make it look more liveable?
–Any and all help is wanted/needed/appreciated ;)…
Indigo-
funddevi: I’ll try adding more furniture when I get the room mostly finished, the couch is probably going to be in the end result, but it is also kinda like a place holder for now.
free_ality: Yeah, I left the lamp ‘off’ in the new render, I think I’m gonna get rid of the whole thing though, it just doesn’t seem to work for me.
Here is a new render, I tried making a deck outside, but it turned out horribly dark, and I also added a few more things/ changed the room design. I also changed the white balance to 9300 so it looks ‘warmer’ now :).
Well, I know you say it may no longer look like a beach house…but I disagree. honestly the only thing that makes it not look like a beach house (at this point) is the wooden flooring that appears to have gaps in it (only say its gaps as the light does not reflect off of them so its not just varnish or something like that. I’ve been in a couple rented beach house (im to poor to buy one lol), and only one of those had wooden flooring like this anywhere in the house…and it was on the patio OUTSIDE of the house. My guess is that tiles and linoleum (sp?) type flooring is just easier to clean. you could just get rid of those gaps and it would make it a bit more believable…at least in my eyes.
that and the beach houses I’ve rented don’t have second floors…but I guess thats more of a money set limitation than anything else lol.
HouseArrest: Some good points thanks, I’ll make the planks closer together in the next daytime render, however I think I’ll keep the 2nd floor ;).
hbarone: Still deciding on what to put in them, they’ll probably be the last things I do, but for now I put a simple “picture”.
Just a quick night test, and I’m pretty happy with the way it turned out, just a few more tweaks with the lighting and I should be finished with the nighttime version (the picture isn’t final).
Hey,
Just added some more ‘furnishings’ ;), like the two chairs, table, curtains (although not really visible), new light (to replace the old one), hallway light (needs fixing), and I also made the floorboard gaps 1/2 as small and reduced the effects of the bumpmap by half so the boards shouldn’t look so spaced out. Although looking at it again, the boards could be even closer together :p.
I realize this is a view of the upstairs, but it looks like a pretty upscale place, and beachfront homes in that value range nearly always have a window wall facing the ocean – it’s a major feature of the cost and appeal. It would also open up the space of the room(s), right now it looks a tad cavernous.
-The light in the right of the image(on the wall) doesnt look so realistic. The lackl fo shadows just isnt selling it. ID say, either make it a naked bulb scance(with flair of course), or probably get rid of it.
-The shdaows beneath the chairs and sofa look very harsh. Are you using emit objects? If not, Try it out, they would add a lot to the realism.
-It is a bit cavernous, but I dont think that its neccesarily a bad thing. You just need some eyecandy to pull it off. Some really impressive lighting is one way, I’ll try to come up withsome ideas…(ha, that was a useless critique )
Its an unbiased renderer(external): That means it starts with a really grainy image(your scene) and renders more and more. As it does, the image gets cleaner and cleaner(it does this in ‘passes’). Unbiased means you could theoretically leave it rendering forever: Until it was perfect.
It uses various types of GI to simulate real world lighitng, such as bouncing light etc…
I’m not agreeing with the whole cavernous shpiel (how do u spell that?) I just think it looks that way cuz you can’t see out those ceiling window thingies. I’m not saying cahnge the angle, but that might be cool
I know someone with a river house, and this reminds me of it a lot. Great work
I don’t want you to clutter the scene too much, and you’ve almost got the perfect amount of things, but maybe a little bookcase or something on the far left, nearest the camera, against that railing?
Of course, no one would put a small bookcase or something there. I don’t know???
It just seems like it needs something else, a little closer to the camera.
chimpasque: Good point, I have a feeling that this beach house is starting to turn towards the larger side pretty quickly ;).
free_ality: Hmm… all lights in the right corner seem to get ousted pretty quickly ;), I’ll probably get rid of it.
The shdaows beneath the chairs and sofa look very harsh. Are you using emit objects? If not, Try it out, they would add a lot to the realism.
As in emitters under the chairs? No. The only emmiters are the spotlights and the fan/wall lights, I’ll try adding emitters underneath in the next render.
…(ha, that was a useless critique )
Not useless, I just have to work at lighting more, its not really my forte.
Turin Turambar: Thanks, but yeah, what free_ality said ;).
Sammaron:
I just think it looks that way cuz you can’t see out those ceiling window thingies.
That is an interesting idea, but if I make the skylights too shallow, it would suggest that the roof is almost non-existant, I’ll try it on the next render though.
egan: I’m glad someone responded to the german question before me ;), I’m embarrassed to say that I forgot all the german lessens I had. And yeah, I’ll probably be getting rid of the light.
Guitar87: Yeah, I’m always afraid that one of the things I add will make it too crowded, but right now I am working on a table/plant to add there.
Hey,
Herer is a quick render that I made in order to show what I am thinking of in order to expand the scene, I know it doesn’t look like much now, but I am still working on what to add down there and I’m probably going to change the doors or put somethin else there. I guess just let me know what you think of it. I’m still working on the regular scene though.
Indigo-
Here is a small plant that I am working on, but I am having trouble with the leafs since I have not really worked with transparent planes before, does anyone know why they still have a blue’ish border? (they are .png images with a transparent background).
the new view and large window area certainly erase the “cavernous” feeling.
RE: the leaves – looks like your alpha mask isn’t working. Is the “Use Alpha” option for the Image Texture enabled? Did you enable ZTransp for the material? I’m unfamiliar with Indigo so I can’t comment on how it might be affecting things.