Forum Archive › Séb’s progress
Here’s a few takes on the projects I’m working on.
Currently: pothead: https://cgcookie.mavenseed.com/community/11484-seb-s-progress?page=2#answer-54455
Nice work @slenaerts , Keep posting your work on your modelling journey, write some notes and ask for feedback, it will help you greatly with the learning process. Also check out the community forum occasionally, look at other peoples work and see if you can learn anything or how you may have done things differently.
Look forward to seeing your progress.
Thanks @adrian2301, will do!
This one I like to call Hangman goes therapy. Done after my exercise submission as extra warm-up.
I’m struggling with the required level of detail of such a low poly render: When I see other people’s work all elements look very identifiable. Whereas I feel the added detail (printer and desk lamp ) seem to be distracting and making it harder to see. Should I take smaller portions of the room and increase the relative size of everything? I’m not sure. I’ll keep on testing though.

Nice work, the sofa’s and table look a bit out of proportion though.
A good habit working in 3D is to try and always model to real world scale.
Hangman Goes to Therapy, I’m not surprised, being the fall guy in a game for all these years.
Playing around with more complex shape transitions, trying to get the topology as smooth as possible. Still some issues around some forms

around the eyes specially

I get these irregularities and not sure how to polish them out.

adding edge loops seem to increase those imperfections. how would you go around fixingthis?
You just have to keep adjusting vertices until the shape looks right . I think the eyes look fine, at the distance people will view it from they won’t notice minor imperfections, unless they’re looking for them.

@adrian2301 you were right, changing the sizes of the sofa’s and the height of the wand decoration and this is a totally different image :).
Check out this tutorial by Josh Gambrell:
He explains it really well.
@slenaearts Shrinkwrapping this part of the mesh around the eyes to a cylinder without holes would help. The “Hard Surface” modeling tutorials by Josh Gambrell are really excellent!
Creating some low poly visuals for a slide deck at a client. Still some tweaking and detailing to do, but I’m starting to like the result.
Chapter Lighting a bedroom with Blender; Trying to make the sunset while I’m brushing my teeth atmosphere.
First I tried with a sunset image, but I felt the way the sun reflected on the clouds did not make any sense

I put the same image as a world background and suddenly the angles seem more believable. I’m not sure though if the sharpness of the shadows are correct. Should it be more sharp or not. In this image the bathroom light is too discrete.

I’m not sure where the white/blue color on the window sides is coming from, given the color temp, I would expect it to be yellowish as well like the wall.
Below I increased the bathroom light value a bit. The bedlight seems a bit too shiny, but since it is in a corner where the sunlight doesn’t reach, maybe it is believable. @jlampel, What would you do different in these renders? I must admit, this is quite challenging as it seems you can be off by miles just by a tiny change.

Small changes really do make a difference! It’s way too easy to get lost tweaking values.
Nice work on these! I’d say #3 is the strongest. One thing you could do to help with the light from the bathroom is move it left or right so that it doesn’t line up perfectly with the bed sheet and and potentially increase the values just a little so that there’s a nice rectangle of light spilling across the bed and wall. Aside from that I would increase the strength of the sunset a bit as well, which will in turn bounce more light around the room. While it might not seem very bright in person, I bet it would still seem more powerful than the lamp.
Hope that helps!
It does look better! thanksfor the tips !
@slenaerts That’s already looking great without object colors 👍!