Just turned this in for my semester project worth 70% of my grade for a CS elective class.
None of my group had any previous 3d modeling experience. The exterior was done by another student, I did the interior and put everything together (lighting, compositing, rendering etc…)
I’d like to keep improving my skills. What should I work on?
Overall looks great especially for a first ever effort! The interior surfaces do look very monochromatic, and I think your solution is in the direction of textures to simulate metal and adding reflections. I realize you are looking for a kind of gunmetal look, but the surfaces look a little gray and flat to me rather than like metal. Maybe if you added a few other colors, like maybe brightening the yellow caution paint around the doorway? Let that add reflection from the lights at the right - no reflection doesn’t make visual sense to me. You might also want to remove the appearance of the black edging around all of the shapes (unless you are working on a drawn kind of look?) There is a little blue from the spaceship light, I would say don’t be afraid of that reflection, bring it up a little more. Also think about adding some large bright overhead lighting sources, even if the lights themselves aren’t in the frame. An array of big, hard light reflections on the main floor area would also help to sell the scale of the space. Think of the kind of work lights they put on the ceiling of a Home Depot store, or maybe arrays of fluorescent-type tubes (likely super high output LED strips or like that). Even in the future, large spaces will still require big iron to light them – you should keep that in mind I think. Well done and good luck!
Yeah I’d love to, but the outside scene is done with blender internal and the interior is cycles. I couldn’t figure out how to get depth of field to work with both.
I was having a really hard time with the floor overall. 1 individual tile looks great up close, but from a distance the diamond tread pattern just looks bland.
Someone in another forum suggested I add an overall texture to the tiles, (like scuffs extending over multiple tiles). Is the best way to do this to scrap the individual arrayed tiles, and just texture/normal map/displacement map a plane?
> An array of big, hard light reflections on the main floor area would also help to sell the scale of the space.
Funny that you mention that, that was how I originall lit the scene, but my professor told me I needed more dynamic lighting. I think I’ll add that back in now that the class is over.