I hope it is suitable for the criteria of this forum.This is my first systematic work til now.
I didn’t want to put everyhing to make it looked like more realistic.It is not a good one for those who are accustomed to superb works but it is a sign that I have made a little progress…
I wait for your critics no matter how harsh they are…
To make a scene look more ‘used’, you need objects to be laying around more. i.e.
F F
O O
R R
K K
a perfectly set table; this version of a hypothetical scene is not used.
F_F
O__O
R___R
K____K
One fork is offset; the hypothetical scene is now used. (someone
pushed the fork, or ate with it and misplaced it)
For us (the forum in general) to better critic your work, please post
pictures of the buttons window; (the one with all the buttons)
specifically: the render and material tabs while the rug\floor\room object is
selected.
The transparency of the jug and\or cup is very good, but the specularity
needs to be harder. (you might even try using the toon shader for the spec)
Try using the spec and refraction settings you used for the bowl.
It looks pretty good.
In the first pictue i was wondering why the eges of the table clothes look like they look more plastic then they look like a cloth.
you could make the walls something other than battleship gray. And you could experiment with the softbody settings for the tablecloth, which would make it look more realistic. A cloud texture applied lightly to everything makes it look used, and not perfect.
Think about using soft body on the table cloth. It will make it look less stiff.
It needs a change of lighting and shadows. Think about having a halo spot light come in from the window. Right now it looks like cheap video gameish materials (partly because there are no shadows and partly because it looks like all you have done for textures is stretch a photo around your object) and it needs some softening to take it to photo realism. Add better textures and materials. A good material makes a HUGE difference on the way something looks, on good models and on bad ones. Oh and post a blend. There are people here that can help with your problems (such as a missing shadow) but it’s hard to help with just a describtion of the problem. So unless you don’t want to give your model to the people post a blend. Other then that I’d say it looks GREAT!
As it is seen on the post with two pics,i have already applied soft body on the table cloth.And there are not just normal textures i have made uv mapping on a few object(such as dresser,bread slices etc.But i have to admit that i am not good at uvs).I’ll post the file after i make some changes on it.
you may be using softbody, but i think the resolution on your tablecloth mesh is much too low. Subdivide it a few times (real subdiv, to create more verts).
Your lighting is not designed to cast shadows. You have one hemi which doesn’t cast shadows. Your render is set to use ray tracing, but you only have one other light set up to do ray shadows: the sun light. The other lights don’t have ray shadows enabled. The sun light is not casting shadows, because the distance is set to 7, which in your model barely reaches the surface of the table. (I’m sure if someone looked real close, they might find a bitty shadow under a fork or something.)
Well you have just seen the last file.I tried all kinds of lights to have shadows.So I think it is not the point(at least I think so).Or back then I used wrong settings for the right type of light.I don’t know.It is the point why the blend file is given.Someone who is among you can put the right one into it.