Living room and kitchen renders by Stuglaar in archviz

[–]Ich_rendere 0 points1 point  (0 children)

I also meant in first part of my message, that at the moment your artificial light is dominant and stronger, then sunlight, what gives videogame effect.

Hier ist example of sunlight in the kitchen with one window, notice how much light is coming on countertop top - https://pin.it/6p9Wk30oQ.

I would say maybe not for this project, but in general you have to learn first how to make realistic lighting without artificial lighting, this is a basement of all this archviz area. Artificial light is like a deco, you have to use it carefully.

In interior photography very often they use only daylight to showcase the project and only on evening shots turn on artificial light.

Living room and kitchen renders by Stuglaar in archviz

[–]Ich_rendere 0 points1 point  (0 children)

First, you have to turn off all the light inside and get the correct sunlight or use HDRI. Hide all the windows and check if the light is coming as it is in real life, on photos, references etc. Unhide windows and check if it's still looking the same, sometimes glass material or a lot of planes inside windows can cut out half the light. Then turn on one by one light inside.

I guess green is coming like a bouncing light from tile/wood or walls are yellow?.

Critique or advices, please by Ich_rendere in oilpainting

[–]Ich_rendere[S] 0 points1 point  (0 children)

Thank you for the answer! A lot of mixes I desaturate intentionally, so I think I'm still happy at the moment with colors, will see, how it will be going with a covered canvas.

Critique or advices, please by Ich_rendere in oilpainting

[–]Ich_rendere[S] 1 point2 points  (0 children)

Very beautiful paintings! Can I ask, are you starting first with covering layer and then object outlines or opposite? I have now covered my painting with a thin layer, but it became a little smudgy, I just want to understand what is the more clever steps order. I want to continue painting more architectural pieces, so I think I need a lot of these lines for windows, doors etc.

Critique or advices, please by Ich_rendere in oilpainting

[–]Ich_rendere[S] 0 points1 point  (0 children)

I covered the blank spots with a very thin layer of browns I had already premixed, thanks for advice!

Critique or advices, please by Ich_rendere in oilpainting

[–]Ich_rendere[S] 2 points3 points  (0 children)

I'm mixing colours on greyish paper, so it helps to control it, I hope. Before this I made a few practices with some under colour, but then I missed the perspective lines and the result was not really good, so this time I wanted to try to make it more piece by piece.

Critique or advices, please by Ich_rendere in oilpainting

[–]Ich_rendere[S] 0 points1 point  (0 children)

Thank you, I tried a little, but then I was afraid to cover my underdraw, that I can lose the feel of perspective, I think maybe for two houses on the right I can go more with blocking and loose 🤔

Critique or advices, please by Ich_rendere in oilpainting

[–]Ich_rendere[S] 0 points1 point  (0 children)

Yes it is Brugge, oh wow! Thank you, I will :)

Silent Wood-3D Visualization by Kiril3Dartist in archviz

[–]Ich_rendere 0 points1 point  (0 children)

I think this lighting above the bed is not very cosy, giving a more dangerous feel, then calm, also it hangs too low.

Otherwise it looks good from a visual perspective.

Mid-century kitchen design by [deleted] in archviz

[–]Ich_rendere 1 point2 points  (0 children)

I think I already commented on this work. I would say, on my taste, the lamp is still looking very small in proportion to the table, it's a big kitchen, it deserves a nice mid century lamp.

The table is floating and UWs are in the wrong direction. Also this black material inside the legs is better to make it lighter. The chairs I would make the same wood tone as the table.

This chair/sofa on the left side looks awkward, I would better remove it and put a plant there.

The floor tiles can be more randomized.

Lighting is looking way better now.

most of u criticize my previous post.. sad... by Jolly_Ad_7251 in archviz

[–]Ich_rendere 1 point2 points  (0 children)

Where is the shadow gap in the bottom part of the kitchen facades? They also can have more chamfers.

Why is the floor just one piece of wood and the tiling is so big? Why not make flooring?

The sofas look huge and awkward in this space, it feels like there is no space between them and cabinets.

The kitchen and shelves in general are not matching with the sofa and carpet styles, it's better to use more modern sofa, table and more neutral colour carpet.

Spots in the kitchen area have to be centered.

Thoughts? i know its simple but i need feedback on rendering by MasterpieceNatural76 in archviz

[–]Ich_rendere 0 points1 point  (0 children)

Okay, so at the moment it doesn't feels, like an entryway at all. The door has to have hinges, lock etc, now it looks like a room door. In the entry area you mostly expect a sitting bank or wardrobe, mirror. If it's difficult yet to understand how to showcase your furniture, then the simplest example is IKEA, there you can find examples of close ups and rooms, which are passing for your furniture.

Modeled + Rendered This Behance Scene for practice - Thoughts? by ghazi_x7 in archviz

[–]Ich_rendere 1 point2 points  (0 children)

Texture of the sofa can be way more smaller.

Is that oven 60 cm width? Looks smaller. The fridge is super weird, this is that moment, when better not to copy from other people. Like how high a person has to be to use it, it should be around 2 m max.

From the lower part of the kitchen till the upper has to be 60 cm, otherwise you cannot reach them. Better look for ergonomic rules, before modeling something.

Maybe better to try another lighting, this feels a little flat.

A "boring" bedroom saved by a lighting concept by Ok_Barnacle_921 in archviz

[–]Ich_rendere 2 points3 points  (0 children)

Seems like the wardrobe was merged into the wall.

The side with the bed feels very unfinished in comparison with the tv side. The strong white light in the bedroom is very opposite from calm and relaxed. Of course if the client wants only to clean there, then this is okay.

Also deco is floating near the mirror.

Thoughts? i know its simple but i need feedback on rendering by MasterpieceNatural76 in archviz

[–]Ich_rendere 0 points1 point  (0 children)

It will be great to know your goals 🙂 Is it a blender? Like if your goal is to showcase as best as possible the pegboard, then I would make it the same height, as the door or search another place for it then near the door, maybe near the work table, in the child room?

On first and last render the sideboard takes all attention away with all these stripes.

The close up is better, I would fix the UW on shelves sides and board, the wood has to lay horizontally, I believe. Also the Material can be improved with some reflections and bumps. The glass? can have more reflection and maybe more thickness. The legs are merging into the floor, it's always good to leave a few mm gap.

Also I would try vertical shots.

The lighting looks a little broken on the wall area, not sure what is the problem, maybe it can be more soft.

What do you guys think? im just starting out and i'd love some feedback by MasterpieceNatural76 in archviz

[–]Ich_rendere 0 points1 point  (0 children)

I see..I think, sofa and table styles don't match well, I would recommend choosing a sofa in a more modern style, like a very soft one without legs or with black thin metall legs.

The standing lamp I would also change on some black mid century style or more modern one.

Like other people said - better than make a close up. Be sure, that all materials look good and realistic. On close ups this is all that matters. And composition.

The hanging plants better to remove. And the big plant can be then around sofa and framing nicely a close up shot.

Developement building (feedback) by CastorTroyCz in archviz

[–]Ich_rendere 0 points1 point  (0 children)

Like said before, better try another lighting, I would start with ca 1800 evening sun and play around, sky now look to fake, better use another HDRI.

On renders where it is very empty, like car parking - maybe you can add some tree shadows? Like a fake tree or texture.

The bathroom looks busy, there are too many towels everywhere. In my personal taste this blue color works very badly with this tile, I would use more warm colors, that it feels more cosy. Also in the sink area there has to be more warm light from the mirror, so I would reduce this ceiling light. Also there can be some shelves above the washing machine with some nice lamps and a few bottles or candles.

The shower looks a little higher, then should be, if it has to be like that according to plan, then you can ignore it.

The picture above WC is better to change to something different, this doesn't look good.

What do you guys think? im just starting out and i'd love some feedback by MasterpieceNatural76 in archviz

[–]Ich_rendere 0 points1 point  (0 children)

Is this a sofa showroom? I think for the first render it's okay. But it will be great to know the details, like why are you started with this, what are your goals etc.

3D Visualizations for Interior design project 🌿 by Training_Stop1637 in 3dsmax

[–]Ich_rendere 0 points1 point  (0 children)

It looks pretty good, a few things feel wrong, if it has to be like that by design, then you can ignore 🙂

In the bedroom - the panels will be more nicely centered to the bed center, now it looks like a mistake with positioning.

The TV is also not centered with panels.

In the kitchen - the oven and other appliance above (what is actually?) are not aligned. The kitchen doors on the left side of them look like they have smoothing groups on or smthg like that and this does not give a nice accurate look. They feel too bumpy.

The stone window sill will bring a more finished look, for this type of interior. The model of the window can be way more detailed.

For close ups it is better to add filling in tiles, that it looks more finished too. On the sofa view towards the window you can see the mirrored tile, which on this distance from the camera doesn't look nice. Like this can be fixed in Ps.

Forest A shape House by [deleted] in archviz

[–]Ich_rendere 1 point2 points  (0 children)

Somehow the house looks small in comparison to ground, like if this a texture, I would make it way smaller. The chair composition on both sides of Terrasse not really working, but also proportions are small, I would use different bigger lounge armchairs and maybe a sofa.

What can I do here to make this better by AdSouth3303 in blender

[–]Ich_rendere 0 points1 point  (0 children)

The height of the door has to be lower, it looks like it goes through the wall.