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CGPractice_DormRoom

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CGPractice_DormRoom

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Credits & Info

Views
4,305
Score
3.50 / 5.00

Date
04/19/2012
Category
3D Art
File Info
900 x 670 px
JPG
497.4 kb
Tags
college
practice
room
dorm

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You are free to copy, distribute and transmit this work under the following conditions:

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Author Comments

Been working on this model for awhile. Obviously, there is much improvement needed. Using Blender 2.49b.

Reviews


m1kclarkm1kclark

Rated 3.5 / 5 stars Apr 19, 2012

First off ... I LOVE Blender.

Okay, with that out of the way, I'll give my compliments first and my critique after. The design of the room and the individual pieces of furniture, complete with texture choices, decorations, and the "outside", is perfect. It is structurally and aesthetically correct, looking exactly like a well-kept bedroom in a reasonable house or dorm. It has many elements of realism, particularly at the lower zoom.

Now for the technical comments for your improvement. The first thing, and I swear I will one day make this my license plate, is to BEVEL. Real objects aren't perfect cubes, they don't have sharp discontinuities, and their edges always have *some* degree of roundness. In Blender there is a "bevel" tool (in Edit Mode, type "W" and it's about half-way down the list), but use it with caution. It doesn't always do the job correctly, and the interface is somehow misleading at times, not doing what you think it said it would do. Beveling is best done, honestly, by starting with a small sphere (UV sphere, not icosphere), cutting it into eighths (quadrants), separating the pieces, and then connecting them with straight faces. This will easily give you a "rounded" rectangular prism and, by adjusting the side of the round parts vs. the overall dimensions, will make an excellent table-top. Extend the idea elsewhere. For complex edges, like on the chair where the legs meet the seat, use some version of "spin" (Mesh Editor in the Buttons Window).

The second big flaw is the lighting. It's too harsh and too drastic. Real room lighting is softer, more "spread out" (for example, under the bed isn't really THAT dark in real life), and not as bright. The first thing you should do is make area-lights instead of spot-lights or point-source "lamps": select your light, and in the Buttons Window are several options: Lamp, Sun, Hemi, and Area are among them. Choose Area to turn your point-source light into a rectangle that evenly emits light from its whole face. Play with the size and dimensions of the rectangle, and see what settings give you the best shadows. (Beware! An area light of width W and height H emits WÃ-H times as much light!) Reduce the overall brightness of the lights, and add one or two very dim (0.1 or 0.05) lights with no shadows and no specularity. That'll even out the lighting. Finally, play with light color: a just barely yellow (RGB = 1.00 1.00 0.95) gives a softer light that reminds the audience of incandescent light bulbs.

My final thoughts are on the textures. The wood textures' color different are too high in contrast: the lights should be darker and the darks lighter. Also, you should plan *each piece* of wood (like the pieces you'd see in an Ikea set) and give them EACH their own wood texture. That bed's headboard looks like it was cut as a single piece directly from a Giant Redwood, when in real life their assembled out of 2x4's from several different trees. And in Blender go to the Buttons Window --> Material Buttons and look for the Textures / Map Input pane on the right. Under Map Input, you can select what coordinate system the texture uses: currently it's Orco, but if you use "Object" instead and play around with your object's rotation vs. the rotation of the mesh within the object (headache yet?) then you can get the Wood texture to hit the face obliquely, giving a stretched oval instead of a circle, e.g. Oh, and finally most wood is finished, so give that material a really high, really sharp specularity.

Lastly: once you've made these changes, REPOST! I WANNA SEE! Maybe at a higher resolution.

(Sorry for the novel-length comment, but I hope you find it helpful.)


People find this review helpful!
cisco4321 responds:

Dude wow, I can totally respect this comment. The fact that you know what you're talking about when it comes to Blender makes up for the length lol.
I will have to check this bevel stuff out haha. I'm still learning new crap every day I mess around with Blender. I have 3DS Max, but I can't seem to make the switch given all the time/pain/blood I've put into learning Blender.
By the way, thanks for all the lighting suggestions in particular. I admit that I have a lot to learn about lighting.
HAHA dude I know, that damm headboard was really annoying me.

There is definitely more clutter and decor I want to add before I call this finished. Thanks for the comment and interest in my work! Always cool to meet another Blender user