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File: Archviz-1-5-Evee.jpg (1.33 MB, 1520x2704)
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I have done some 3D in 2015 but I dropped. But now I am motivated to be good at it.

What do you think about my image. I modelized everything expect the window.

Rendered with Blender Evee.
>>
File: Archviz-1-3-Evee.jpg (1.36 MB, 1520x2704)
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I prefer this one despite it is less accurate, because the bouncing lights from the ground to the ceiling where calculated with a kind of redish floor, so it make a warmer color but is not how it should be.

It should be daker like my first image.
But artistically I prefer this one.

What is you opinion?
>>
Once you do a scene for yourself, completely out of your own brain, I could give feedback. Right now this is tutorial shit and you shouldn't really post this anywhere.
>>
>>700183
Second one akso
I understand the bottom of the window frame goes deep, but from the angle it makes it look like it's floating. You want to consider stuff like that.
What's really missing is some ambient occlusion. When you have a simple scene like this with just the chair focus like that, a lack of AO comes very noticeable because there's not much else to look at.

Good job keep it up fellow tranny
>>
No shadows under the chair.
Wall lacks connection with the floor, usually they have a baseboard or something.
Ceiling is concrete? Looks strange, this looks like it's supposed to be an office building but that would have a drop ceiling.
Window has a handle implying it's a door but the outside looks like we're in a skyscraper.
Door lacks a frame.
Something weird is going on on the bottom of the door.
Floor is probably too shiny, same with the ceiling, they look wet.
Chair looks pretty uncomfortable.
Lighting is nice, if a little dark and moody.
>>
enabling contact shadows should solve some of the glaring issues
>>
>>700186
[OP Here]

I think you are right. My scene is different from the tutorial, the chair and the textures, but is not enough.

Next time I would post when I will do a scene from scratch, you are right, thanks.
>>
>>700187
[OP Here]

Thanks about the advice about AO. I will create a stronger AO next time.

>Good job keep it up fellow tranny
LMAO, this is for stuff like that I know I am on 4Chan haha
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File: Chair-design.jpg (118 KB, 1500x1062)
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>>700214
[OP HERE]
>No shadows under the chair.
Well, you have a lot of light outside + very shiny ground, so it is normal?

>Wall lacks connection with the floor, usually they have a baseboard or something.
Thanks a lot about the baseboard. I will do that next time.

>Ceiling is concrete?
Yes, it was suppose to be cool and modern, but after all I don't like it.

>Door lacks a frame.
Ok, thanks, I will add more frame to Blender Render.

>Floor is probably too shiny, same with the ceiling, they look wet.
Ok thanks, I was thinking the same a little bit too.

>Chair looks pretty uncomfortable.
It is a designer chair that I modelize, the original design, picture related.

>Lighting is nice, if a little dark and moody.
Okay, I will keep that in mind.


Thanks a lot fren for your review, it is very helpful, really!
>>
Protip:
Render 2x or 4x the resolution then scale the image down to get rid of all the jagged and aliased edges.
>>
>>700257
[OP]

Thank you, I will remember it.
>>
>>700269
This only applies if you work with Eevee or other realtime renderers.
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>>700286
[OP]
Okay, thank you, I will apply it!
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>>700250
Hey again.

If the chair doesn't have shadows because of the floor then it's too shiny. It needs at least a contact shadow.

One difference between your chair and the image is the image shows the cushion as a trapezoid, coming in towards the top with rounded edges, making it look soft. Yours is straight up and down with very hard edges, making it look very stiff.

Hope this helps. :)
>>
>>700362
(OP)

Thanks anon about the cushion I din't paid attention to this detail.
>>
[OP]

Thanks for all the help guys. I just finished dilating now I'm going to go watch the blender gurus new tutorial on creating a photorealistic donut.

Wish me luck!
>>
[OP Here]
Guys, now that I've watched all of Guru's videos I feel a weird urge to suck his cock. Is this normal?
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>>700479
It's something we've all gone through. Don't worry, it's normal. Welcome to Blender!
>>
File: Screenshot_2.png (532 KB, 1038x742)
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>>700479

[OP REAL ONE PHOTO PROOF]

Fuck you impostor, I am the real OP.
Don't ever again usur my non-identity on 4chan.
>>
shadows are Eevee's weakness
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>>700250
That highly coveted Design and design award.
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>>700486
At least you can manage it. Reflections are the real problem. All those cubes and settings and it's still shit. Especially in bent surfaces.
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File: Archviz-1-FHD.jpg (388 KB, 1080x1920)
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>>700250
>>700257

[OP]
>Ceiling is concrete?
Done, simple paint ceiling

>Floor is probably too shiny, same with the ceiling, they look wet.
Done.

>Chair looks pretty uncomfortable.
Done, I put some more roundness to the chair.

>Protip:
Render 2x or 4x the resolution then scale the image down to get rid of all the jagged and aliased edges.
Done. 4K to FHD in Photoshop.


>Wall lacks connection with the floor, usually they have a baseboard or something.
CANNOT BE DONE.
I tried, the ground is shiny so the shadows cannot appear, I even tried contact shadows.
>>
File: Screenshot_1.png (6 KB, 525x111)
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>Door lacks a frame.
I still don't understand that.

Do you mean I should trick this button and add a bigger number at the render section?

To be honest I don't understand this part.

"Viewport" ist' the number of frame for the render shading in the viewport right?

So, "Render" it's the number of frame for the render?
But when you render a picture you have only...1 picture, one frame, can you explain me please, I am kind of slightly lost...
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>>700505
He's under the impression you made a patio door, and those sit on a rail/frame. I believe.
>>
File: Screenshot_3.png (485 KB, 1270x497)
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>>700507
Ok thanks for the answer.

I have done a render in Cycles but it is all noise, I tried to follow the D-Noiser tutorial of Endrew Pric but it is not working for me.

How can you increase the sample of your render?

In the screenshot Andrew rendered at 200 samples in Cycles, how do you do that please?
>>
>>700508
On the View layer tab, while in Cycles, you have a built in denoiser that does quite a good work. It's not viewport denoiser like Eevee, only in rendering.
5 samples comparison of the infamous donut here
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File: blender_MdpVcyvHTJ.jpg (318 KB, 1920x1050)
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>>700508
Use the intel denoiser in 2.81
activate the Denoising data in the layer properties and set up the compositor like in pic related,I'm using 30 samples for this quick render.
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File: 1496390888993.gif (1.72 MB, 209x191)
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I fucking hate those ugly ass splotches on denoised images.
Can't understand why people would accept that over a bit of noise in darker areas.
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>>700594
Well, it's on ungodly low samples. It to showcase what the denoiser does at extreme low samples, and see the difference.
>>
File: A1-Cycles-PT-1000S.jpg (1.36 MB, 1080x1920)
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[OP]

Cycles Path tracing 1000 samples
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>>700611
Holy shit. Can you try to optimize the sampling for the GI component?
>>
[OP]

It took me 1h40 to render.

D-Noiser don't seem to work with me, my computer is a little bit old, but in January I will buy a MSI laptop with RTX 260 and i7-8750H.

>>>700611 (You)
Holy shit. Can you try to optimize the sampling for the GI component?

Gi?
>>
File: Screenshot_1.png (56 KB, 639x752)
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[OP]

I am doomed haha, I don't have the Dnoise node
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>>700592
I don't have any Denoise node.
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>>700627
It's in 2.81 only
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File: 01.png (2.88 MB, 1000x563)
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Not OP
>Blender
>Archviz

Yeah, no m8
Just finished this, is the low res, because the original it's 14MB
>>
>>700634
[OP]

Wow, your work is really nice.

I am surprised because it look a little bit like those 70's interior design, I love those kind of design, I was looking at a bunch of pictures of it yesterday.

>Love the brown chair, it looks confy af
>Love the library it's cool
>The air condition breaks imerssion a little bit though, but that's my humble opinion
>>
>>700637
>The air condition breaks imerssion a little bit though, but that's my humble opinion

Yeah, I know...
But the client already has already installed an air conditioner there.
>>
>>700639
Wow, it so cool, so you are a real 3D Perspectiviste/ 3D Archiviz artist.

What are you doing here in 4Chan and with Blender?
>>
File: Archviz-1-ID-30s.jpg (934 KB, 1080x1920)
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>>700592
>Bro I love you! I followed your entire tutorial.

I got an amazing result with only 30 samples.
It took me a ridiculous 1min30seconds.

Thank you so much, really!

I can't imagine the perfect result in 500 or 1000 samples.

>Any idea when 2.81 would get it's official stable release?
>>
[OP]

(The message above was of course mine)

>Guys we should have more Archiviz thread.

>Thank you a lot to all of us, this thread really helped me a lot!
>>
>>700641
>Wow, it so cool, so you are a real 3D Perspectiviste/ 3D Archiviz artist.
Yes, I actually work for a firm in Mexico, but i rarely do 3darchbiz. Because now I'm Construction Cost Manager, they only ask me to do 3d archviz when the client has tons of money to impress them with the renders.

>What are you doing here in 4Chan and with Blender?
I come here often to /questions/ and I use 3ds Max + Vray.
>>
>>700611
>Cycles Path tracing 1000 samples
You used glassy material on your windows, right? If you did, delete the windows and re-render with the same number of samples. It'll probably take less time, will look cleaner and it will be exactly equal as your current render.
>>
>>700646
[OP]

Yes, with the Principled BSDF.

The thing is without the windows I woud lose the shadows and reflection on the ground + the city behind won't be blurry, but I can give it a try to see.
>>
File: Archviz-1-ID-1000s.jpg (872 KB, 1080x1920)
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[OP]

Cycles Path Tracing 1000 samples + Intel Denoiser
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>>700661
You need better textures for the ground and the wall. They look bad.
The wall is noisy as hell and pixelated, a total aesthetic failure.
The ground looks strange, the bump/normal map is not detailed enough and there needs to be more variation in roughness. The patterns of the wood are not looking good either.
>>
>>700683
[OP]

Well the ground come from Polligon, it is 3k.

But in Evee, and shiny it was better


I think the best version was this one in Evee :
>>700504
>>
>>700683
[OP]

I agree with the artefacts on the right and noisy wall, however the picture wasn't supposed to be this big, if you open it in another window, when the picture it's smaller is better.

But I agree, it's far from perfect, oddly I do a better work in Evee because I can work more on the go, versus Cycles are very costly images I cannot render too much of them.
>>
>>700661
Still looking weird m8
Floor bump looks inverted and looks very plastic
Also, is that a wall with wood finishing? or doors? id doors, separete them from bottom, top and left side at least few millimetes
>>
>>700649
I think Cycles supports light portals, doesn't it? If so, have you tried using them?
>>
File: A-1-6-Evee.jpg (690 KB, 1080x1920)
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[OP ME AGAIN]

> I modeled everything (picture not super high res/ Evee 300 frames)

> I activated contact shadows, but no shadows under the feet of the chairs

> Also I have trouble to model a tea cup
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File: Screenshot_1.png (178 KB, 547x377)
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> Tea Cup look good on the right side, but weird on it's left side, why?

> I did things symetrica symmetrically though

> I applied Solidifier + Sub Surface

> Carpet borders look weird to me (I applied a Solidifier Transform to a plane)

I know nothing it's perfect yet, but any advice?
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File: Screenshot_2.png (506 KB, 991x583)
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> It looks weird on the left side, why?
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File: Screenshot_4.png (220 KB, 467x401)
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> The geometry
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File: Screenshot_3.png (412 KB, 714x568)
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> Geometry of the right side with no problems
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>>701235
are your normals facing the intended direction?
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>>701240
Yes, all of them
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>>701238
> I activated contact shadows, but no shadows under the feet of the chairs
try playing with the shadow settings until you get the desired effects, both regular and contact (distance/softness)

For the geometry, try turninf auto-smooth on/off in object data tab/normals. See what happens.

For your other screenshot it seems to be like it would benefit from one less subsurf.
>>
(OP)
>>701240
You where right, some normals where wrongs. In 2.8 it display you the normal perpendicular line even if it is on the wrong firection. Tricky.

>>701252
Ok, I will try like this to see.

I worked well, I find a way, and I did a way better teacup.
>>
File: Too-bright-corrected.jpg (848 KB, 1080x1920)
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[OP]

I finished, joining the final renderer.

> I modeled everything (windows, table, coffee pot, apples, etc.)

>Cycles 500 frames + native Blender Denoiser

>Some Photoshop at the end, it was too bright and lack of a blue touch
>>
[OP]

It is far from perfect, but it is good enough, I learned a lot with this project.

>Thanks again for all the folks who helped me.

Anyone can provides me with good websites and community for Archiviz artists?

There is not enough people on /3/ saddly.
>>
>bump

>opinion please, can I make it look better?
>>
File: Archivz-remo.png (2.08 MB, 1280x1440)
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>>702561
No, you can't this is not a thing that can be learn within days or months. it's constant practice. If you are thinking otherwise. forget about it. I have been in this field around +6 years. Also create real scenarios plus learn how to map materials and create them in photoshop.
>>
>>702561

Hey, you need to give your rug a real roughness map, some normal map of noise/ bumps to help unless you can create one from the diffuse map you used. It's too shiney, the light makes it look like a smooth rubber mat.

The texture on the chairs backrest seems odd as usually a carpenter will use lengths of wood for long parts, meaning the grain will flow upwards rather than banded around like it is right now.

Tone down the normal map on the floor a bit, maybe half the value. Also find a smudge map of some sort for the floor and combine it with the roughness layer. You need something like dust/ very gentle ware marks from shoes and the chairs perhaps. It only has to be very subtle, it will greatly increase the realism
>>
>>705697
>Thanks for the mat, I will add some noise next time, you are right it look like a rubber mat.
>Okay, for the chair, next time I will try to be more precise.
>Yes the floor is slightly too intense with the normal maps I agree. I will also look for smudge maps for finger prints and scatches.
>If you have any tutorials or free stuff about smudge maps, dust and so on it could be great.

Thanks anon, your review was really helpful to me.



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