Toy rendering problem

hay
i have been using blenders 4.2 eevee next in my latest projects , and it has amazing results in fast time comparing it to cycles .

i am working on a project now that that takes place in a toy world , but somehow i cant be able to make my renders looks like toys , like this one here



these are renders made using eevee next , only the 2nd one is made using cycle !

i cant penpoint the problem , if its a lighting thing or a texturing thing , or maybe a composting thing

i would like to have a critique to help me achieve the effect i want !
thank you for your time

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It already looks really good to me!

There are two main things I would do to improve it even further:
Scaling up the grit/scratches/marks. If something is small, the hits it’s going to be taking are going to be relatively larger.
Add something that gives a sense of scale. Doesn’t have to be something complicated, just a glass of water or putting them on a wooden floor to help our brains picture the dimensions.

As for the actual materials/model, I think it already looks just like a little toy and not some sort of mech/giant robot.

Have fun, hope this was helpful!

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hay
thank you so much for your feedback

“Scaling up the grit/scratches/marks.” i didnt give attention on this , and i think it does make a deferent

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Are you using subsurface scattering? If not, you should, as a small plastic object would have well visible and obvious SSS.

Also, a big part of it is going to be in the camera settings. If you want the models to look like toys, they need to look small. This means the camera should be placed and adjusted like it would be if you were taking a photo of a miniature in real life:

  • The camera angle would most likely be above the subject, at least a liitle bit. Taking a photo from below makes things look large.

  • The camera would likely be close to the subject, with the focal length adjusted to something low to match that scenario (you are unlikely to photograph a toy from the other side of the room, zoomed in massively). If you were to put the camera far from the subject and very zoomed in, you would make it look huge.

  • The camera being close to the subject and very wide compared to it would cause the image to have a short depth of field with intense defocus blur. That effect can be seen easily in macro photography.
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thank you so much for your time !

no . i did experimented with it , but it feel like a organic to me because of how the light was absorbed in , i anted smithing like a lego !

also i was thinking on the depth of field ,

but i can say that the camera angel isnt something i put on mine ! so it defiantly going to help !

You would need to set the 3 SSS distances to the same value, that way the SSS will have the exact same color as the material and will react more like plastic.

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ok … i will try that !

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ok i took the tips you gave me and applied them on another scene
but this time its about Lego !
the only thing i didnt add into this one is the defocusing ,


so what do you think about this !

2 Likes

I think this one does look rather toy-like. Maybe the plastic could benefit from having very slight imperfections. Maybe not bumps like in your first one, as Legos are known for being very perfect in their shape, but slight roughness variations, like the plastic is slightly dirty, could increase the realism. Real Legos get manipulated a lot, so they will have a little bit of grease/fingerprints on them.

Also, I should point out that the wall’s bevels are flat shaded, so careful about that! It’s the main thing that looks unfinished in this image.

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hay
thank you so much again !

yeah ! i just forgot about the smoth shading of the walls and didnt rerender it again !

and i do use an imperfection texture on the legos but wasnt sure if i should make it effect the roughness stronger than this !

1 Like