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Living room
Posted: Tue Dec 23, 2008 4:27 am
by Psychotron80
Hi everybody,
this is my very first WIP. Please note that I am a total noob both with Blender and Indigo. I was deeply fascinated by the beauty of some Indigo renders, especially some interior design renders, so I decided to try learning something about modeling and rendering.
The attached image shows a very preliminary render of my WIP. The idea is to reproduce a living room I saw recently and add some custom design furniture.
I'm still learning all the basics of modeling in Blender, so now I'm having a hard time also modeling a very simple skirting board (the one you see there is a simple test)
Sorry if it's very very naive, but I have to start somewhere in order to learn!
Thank you in anticipation for any comment you will give me.
Psy
PS: soon I'll write something about my problems in modeling the skirting board....
Posted: Tue Dec 23, 2008 4:54 am
by pixie
You could share the floor material with us

Posted: Tue Dec 23, 2008 5:10 am
by Psychotron80
Posted: Tue Dec 23, 2008 6:45 am
by CTZn
The most important thing when modeling realistic places I think is scale, it's not obvious at this stage of the project but look: even problematic, the skirting board seems very small compared to the tiles, then it is difficult to identify the kind of opening you are trying to reproduce (is it just normal windows or a bigger device ?).
Keep relative sizes coherent, people won't miss the fact that characters sitting in those small chairs will not climb those big stairs easily, if you see what I mean. That makes irremediably wrong looking images

Take mesures, look for references, use real world units for every object when possible, until you have a good perception of what I'm saying.
Welcome and good luck with 3D !
Posted: Tue Dec 23, 2008 7:28 am
by Zom-B
Hy Psycho...
Everybody started once being noob, you'll sure evolve and become better over time, its learning by doing
here are a few things about your image:
try not to use pure white with R,G and B 255. it simply reflects light so much, that your renderings need longer and its unrealistic too. a max of 80% should be your limit for white color R, G and B at 204.
Your tiles are stretched, they should be perfect quadratic! Also try to match your tiling with the walls, so a new floor tile starts directly at the wall, and don't gets cut off. Maybe the ground tile size can be a little smaller too... maybe...
Posted: Tue Dec 23, 2008 9:01 am
by Psychotron80
Hey ZomB,
thanks for your comments! Short replies:
ZomB wrote:try not to use pure white with R,G and B 255. it simply reflects light so much, that your renderings need longer and its unrealistic too. a max of 80% should be your limit for white color R, G and B at 204.
This should be ok, I used R=G=B=0.8 for the walls, adapting the material from
http://www.indigorenderer.com/joomla/in ... Itemid=107
ZomB wrote: Your tiles are stretched, they should be perfect quadratic!
I think they are be quadratic (the maps and the UV are quadratic), but maybe appear distorted by a bad setting of the camera lens in blender. Is this possible?
Posted: Thu Dec 25, 2008 9:10 am
by Psychotron80
Hi everybody,
I'm back with a small update. I managed to model the skirting board by:
1. starting from a bezier circle, I modeled it into the profile of the skirting board
2. converted the curve to a mesh
3. extruded the mesh
4. cut it 45° where needed with the fabulous Blender Knife Tool script (not the blender Knife)
Concerning the image below, it's a detail of where the skirting board makes some nice joints. I have a question: anyone has any idea of what is going on in the two wall sides in the central part of the image? They should have the same bump map as the other lateral ones, but there's obviously something wrong....
I would greately appreciate any comments on all this.
Thanks again guys, and merry Christmas to all of you!
Psy
Posted: Sat Dec 27, 2008 1:27 am
by Psychotron80
Can anyone help me with the wall problem above...?
Thanks,
Psy
Posted: Sat Dec 27, 2008 2:09 am
by PureSpider
The UVmaps are screwed for the said wall parts, remap them!
Posted: Sat Dec 27, 2008 4:03 am
by Psychotron80
PureSpider wrote:The UVmaps are screwed for the said wall parts, remap them!
I went in Edit mode, typed U and selected Reset. Then U and Cube projection again, but the result is the same....
Posted: Sat Dec 27, 2008 4:03 am
by Borgleader
PureSpider wrote:The UVmaps are screwed for the said wall parts, remap them!
Yep, it looks to me like you put and even amount of space for each part of the wall (in your uv mapping) but since the size of each part is different the texture looks different on all of them.
Posted: Sat Dec 27, 2008 7:28 am
by suvakas
Like Borg told, your walls have different sizes, that's where the "problem" comes from.
Can't you copy the UV's from the large wall to those smaller walls?
Posted: Sat Dec 27, 2008 7:57 am
by Psychotron80
Looks like the problem was a silly "ghost" duplicate of the wall mesh behind the true one. Now I'm rendering again....I'll let you know if it's fixed.
Borgleader and suvakas: concerning what you were saying about the different sizes of the walls, this should not be a problem since I unwrapped all the faces together with the Cube Projection agorithm in Blender. I mean, your point would have been relevant only if I unwrapped all the faces separately. Is this right?
Posted: Sat Dec 27, 2008 8:04 pm
by Psychotron80
this is the result, should be ok!
moving forward to model the windows...
any comments are again and always very welcome!
Psy
Posted: Wed Dec 31, 2008 7:01 pm
by Psychotron80
Hi everybody,
as a total noob, I make small steps at a time...but here is one little step forward. The attached image shows the window frames! I am not sure whether it looks "real", so any comment on realism (or modelng and rendering issues) are very welcome.
Cheers,
Psy
PS: don't mind about the small light source in the top right part of the image, it's just a test