I didn’t know where would be the best place to post this.
My modelling experience is quite narrow, I’ve only ever made lowpoly models for video games.
I’m not familiar with non-realtime materials, non-realtime lightning, shadows and know post-processing basics (glare, sobel filters, etc.).
Now I have a scene I need to look realistic.
This is what I have so far:
It looks like a render from the 90s, right?
The polygon count is decent, that likely isn’t the problem.
The wall, ground and wood textured objects also have normal maps.
I have two light as you can see from the image above.
I have Ambient Occlusion on.
I use composite nodes for adding glare:
What can I change and add to not make my render not look like a 90s tech demo?
I don’t want a perfect realism so it will be hard to tell if it’s a real photo or not, because that would require other renderers besides Blender internal and would be hard to achieve (because I’ll have to spend time which I don’t have learning them first), but surely even with Blender’s internal renderer you can get something better than this.
It’s because your interior scene is not believable. Where are the lights for the people who will be sitting on those couches to read the magazines that you left out of the scene?
Put a ceiling on your scene to confine yourself more to a real setting. Then put lights in the ceiling and maybe on that end table. Throw away that area light and turn on the shadows for the Sun. But where is the window the Sun will shine through?
Turn on Ambient occlusion for Blender Internal and set the Distance to 4.0.
Atom, this is a virtual maquette made from a early draft blueprint of a building a friend of mine sent me and asked to make a 3d version from it. I’ve been asked to only create these objects for now, no windows, doors and roof, lamps and other details.
I’d like to know how I should set up my materials, lights, shadows and what to do in post processing to make what I have realistic. You’re right that adding more detail and things like doors and windows would help, but it would still look like a 90s rendering in my opinion.
Turn on Ambient occlusion for Blender Internal and set the Distance to 4.0.
In order to achieve realism for this scene, you want to think about how the room is being lit, and how the materials would react to that light(reflectiveness, glossiness, translucency, etc…). As of now, your textures are also very flat. They do not behave in the way that those materials in real life would react to the light. I’m sorry for not giving you any specific settings to change on specific materials, but that’s just going to require trial and error. One thing that I think would really help the scene is coming up with a color theme. Right now, you have none, so the room looks…well, unappealing. :no: I would suggest changing the floor tile to something else(maybe a nice dark wood and glass tables?) Again, you’ll have to experiment with ideas. Try looking at office interior renderings and interior design books for inspiration.
Hope that helps out. Dont hesitate to ask more questions too! I enjoy helping any way I can
I’ve applied normal maps on them right now. Setting them too high makes them look very rough and unrealistic. Setting them low like in the image makes them hardly noticeable. Agree, they look flat.
One thing that I think would really help the scene is coming up with a color theme.
What do you mean?
Hope that helps out. Dont hesitate to ask more questions too! I enjoy helping any way I can
Yes, please tell me how you can make textures not look so flat? Should I just change them? Or look for better normal maps? Or is there anything else which can be done on them?
I can send you the blend file if it will help you make better suggestions. It’s 30mb tho.
the wood texture needs to be rotated by 90 degree. if a table or shelf would be made with the wood cut the way you have it, it simply would break. the strength is in direction of fibres. the middle table is correct