How do i make this scene look less Fake?

Hi ,its my first time posting a project on blenderartists (created account few days ago). so i’ve been trying to recreate a living room scene off an image that i found on Houzz.com.


my attempts :smile: :smile:
I’ts been a month now that i’m struggling to get a photo-realistic look but the render always looks fake. here’s what i think is causing problem;

  1. the couch model looks very basic too flat even though i sculpted some details.
  2. The background looks fake so in the 2nd render i increased the exposure in color management. there’s supposed to be a patio outside but i don’t want to add more details to the scene, it will blow up my pc.
    i don’t know if the lighting looks realistic what do you guys think?
    Can you guys tell my what i should change to get a more realistic look.

I think that textures and models are your two first goals here. There is no easy fixes for the models, you’ll need to find out how to make them more realistics. Try to keep in mind how they are make in real life, “can this edge be that sharp, keeping in mind that it’s a big foam piece?” , for fabric, you need seams and folds/imperfections.

Desaturate some of your textures, or find other ones. Also play around with stronger light sources. The sun should be very bright, like 20 to 50 time more than right now (maybe use a better HDRI too)

2 Likes

Hello there! :slight_smile:

Despite the lack of photo realism, the render looks very decent! As my former speaker said utilize the Bevdl modifier on Edges more frequently! The sofa is in the foreground and one of the first things people look at. This sharp edge gives your image away immediately.

Next, if you look at the lighting in your reference you will see that there is a maximum point of brightness right behind the sofa, where the smaller window is and behind that this dark green tree. Following the shadows of the black pillow and the arm rest of the ret chair that’s where the main light source comes from. Your renders seem to have very flat lighting, which mostly comes from the left of the picture and illuminates the back of the sofa.
I would maybe consider to combine HDRIs with a sun lamp and make sure you use the filmic colorspace, as explained in the video of blender guru on photorealism. Also use the fake color space to make the scene bright enough without blowing out colors. In matter of colors compare the color of the light in the source with yours, you will see it is very different. Probably also because your HDRI is more blue than anything else and a cloudless day should provide you with loads of sunlight.

I hope I could help you a bit! :slight_smile: Keep up the work, I am curious what the results will look like!

And did you use different maps for the textures, such as bump, normal etc.? If not I would highly recommend you do so.

Make also use of camera focus. It’s not very present in the reference, but it’s unrealistic not to use it and you want to achieve realism, as far as I know.

1 Like

You are using identical pillows in twin pairs. That is a dead giveaway.
And as Deven said: Work on the sofa textures.

1 Like

Hi all , so based on your critique, i’ve changed a couple of things in my scene. here’s the new render. (rendered with 600 samples and denoiser turned on).


So i deleted the old couch that looked too flat and modeled a new one with a different material. i think material also looks more realistic than the previous one. instead of a rug with a simple texture, i used particle system hair. also added a few decoration objects to fill up the scene. SO tell me what you guys think of this one. :smiley::smiley::smiley::smiley:

That is WAY better! Great improvement overall. :ok_hand:
I really like what you did with the rug, I think that’s my favorite thing about it.

Now for some nitpicking :wink:

The first thing I notice is the red chair. I think that you could give the model a bit more love, or try something else. The bright red might be too saturated as well.

Then your hanging lamps seem to have parts missing (compared to the rightmost one). Maybe you duplicated without selecting the child objects? I would like to see the structure inside, or the bulb.

The pink curtains start to look weird when you inspect them, they don’t have a pole, and are the same profile from top to bottom, like extruded plastic. You could try a cloth simulation with your mesh, maybe amplify the creases before simulating.

I would maybe make the sofa arms higher, but that’s a preference.

And finally, the lighting around your marble wall is too orange, de-saturate it to around 0.05 maybe. I think it should mostly be white, with a tiny bit of yellow.

This is a really good progress, keep it up! :slight_smile:

1 Like

I noticed your floor tiles are like 10 times bigger than the actual size of your scene you might want to scale your floor tiles down to 1 foot or 1’6"
The tiles are giving the illusion that your scene is floating over it

1 Like

I think it looks very good now. Apart from the way over saturated red chair. Tone it down and I’d buy it as a photo until I started to look for little details.

1 Like