32 replies · posted

Chapeline's Polybook

Hello everyone,

I'm a french cad/graphic design trainer who moved to Norway to discover new adventures.

As the pandemic situation slows down the activity, i take this moment to learn Blender.

I want to focus on Archviz and scientific illustration. If anyone got advice on scientific shaders materials ( blood vessels, brain tissue...) you'll make my day. :))

It's a pleasure to read and learn from all of you. It feels good to see a caring and motivated community to learn together.

  • Any critiques welcome :)

    • The telescope 🔭is my personal favorite as an amateur astronomer 😉😀! Maybe the upper portion of the wall boards on the left side is a little bit too dark. I also notice some distracting dark spots under the upper board and it's not clearly visible to me what brings the light into the scene there (no distinct light fixtures). The front edge of the countertop as well as the teapot in the foreground receive in my opinion  a little bit too much light from behind the camera  since the general light distribution in the scene goes from less light in the foreground to more light in the background with the sun shining through the window. Only the artificial light from the kitchen is an exception for an area which would otherwise be underexposed. But these are just minor critiques to an in general excellent archviz 👍!

    • Thanks for the feedbacks :)

      I agree on everything. I forgot to make a sink also :D

      And i am not sure about the light and the reflections on the window too.

    • I also like the image, but a few things stand out to me:

      The windows reflect the chair, telescope, plant,... way too much, you are looking at it straight on and there is a lot of light  coming in from outside! There shouldn't be any visible reflection and, when taken with a camera, the windows should be overexposed probably...

      The suspensions for the lamp on the right are just disappearing in the ceiling...

      The drawers and doors of the 'cupboard' on the right are missing handles or something to allow us to open them (might be a conscious design decision..)

      There are a few more nitpicking issues, but in general a really good and pleasant looking picture!

    • Thanks for the feedbacks ! :)

      Yeah, i made a 180 rotation on the sky node and the reflection is clearly too unrealistic.

      Stupid tunnel effect on the details. I rushed the end of the modeling and forgot the cupboard, the suspensions, the sink, and maybe an upper chair for stargazing.

    • spikeyxxx I think in the window areas with darker trees in the background there should be a subtle reflection. 

      cchapeline One more thing I noticed concerning the dining table in the center of the room. It seem to me that the persons sitting on the table would have their upper legs stuck between the seating surface of the chairs and the tabletop. Some simple mannequin with human proportions could help their. There's a mannequin for example in the ressource files of Kent's "Realistic Industrial Environments" course here which you could adapt to your needs.

    • duerer only if those trees were really close to the window, I think....

    • duerer For the table i used the average height googling, but yeah for sure it seems too small. Maybe the overall scene is to big compared to the table. Thanks for mannequin tip. :) 

      I'll try to fix all these problems when i get motivated. :)

    • cchapeline You're already doing a great job 👍! Such scenes are very complex with many interactions between the objects in terms of lighting. I think it's above all about training the eye and learning by practicing. I regularly see it in my own projects where I often find things that aren't coherent. But keep your enthusiasm and have fun with your work, it will definitively pay off 😀!

    • cchapeline ,

      A very nice, well populated, and pleasant space. Good Job.

      I was reading the other comments above, I came to the same conclusions in the most part.

      After reading your comment about forgetting a few things and rushed to finish, If I may offer some advice, try and finish modelling before moving on to texturing and shading. The cupboard handles are small details that shouldn't take to long to model. Lots of small errors will be noticed, one or two you might get away with. These things are easy to forget if you have to go back to the modelling stage.

      The things that stood out for me on first look,

      The gap from the kitchen worktop to the wall, highlighted by the dark shadow.

      The upper area of the room near the ceiling seems dark in comparison to the sunny shadows on the floor, at a guess and looking at the floor, I would say the roughness value is to high and this is probably true for most objects, lowering the roughness will help bounce the light around the room a little more, but not to low.  To be honest the floor looks a bit dull, if your using image texture maps , make sure you have non-color selected for the color space for everything except the color map.

      The table you said you googled the dimensions, did you google dimensions for everything, the chairs, the worktop, the cupboards etc., etc.? It does look a little small. Unless this is a commissioned render for Ikea, then it's ok to scale objects to fit artistically. I would go for real world scale as much as possibly, it needs to be consistent across all objects to eliminate these problems, however as said, for artistic purposes it's ok to scale a little.

      I'm not sure how you modelled the room it's self, but I would scale a cube to the dimensions of the room then flip the normals to the inside, cut out the windows and extrude for thickness, then add a small bevel to the edges to soften the sharp corners. Looking at the corners where the wall meets the ceiling, especially above the window, the wall is in shadow but the ceiling is in the light. It looks like you have used a plane for the ceiling and another object for the wall, and the light is coming through a slight gap. The shadow in these angles is inconsistent all round the room. 

      Hope this helps. Use the critiques as a tool to success, you'll be doing commissioned work for Ikea in no time. 👍

    • Thanks for this massive feedback ! It helps a lot :)

  • First test of a science animation :)

  • For this one, i used the hologram shader from the backhoe package, and i did not manage to render it. :D

  • Well... learning  on procedural textures all day can be exhausting.  Sorry for this one  :D

  • Thanks to the Shader Forge, i found a way to draw DNA that looks contrasted :) 

  • Winterizing the Antelope Canyon tutorial :)

  • Following Aria Faith Jones tutorial. She makes great stuff with simulations !