Modeled a hallway in Blender. · 6:45am Mar 16th, 2019
Fudged up the sky, but I hid it behind a crapton of trees, so you can hardly see it anyways.
EDIT: for some reason the embed isn't working, so have a link instead.
link: https://i.ibb.co/y0FrPY8/hall.png
Looks like a decent start. I think various minor things are bugging me. Just to warn you, I'm going into hyper-nitpicky mode...
The floor tile set doesn't look right to me. I'd probably replace it with something else. A wood floor? Carpet?
I'm not really seeing shadows on the glass or tables. If a glass is on a table, I'd tend to expect a chair at the table, too, and maybe there could be something in the glass.
Those two windows right next to each other seem like they wouldn't really be that close together, and usually, I'd think the table would either be right under a window or not under one at all. There's also this odd line down the window that's by itself...
---Sweetie Belle
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It is carpet. I just wasn't able to get the texture to be as seamless as I hoped it'd be, but that's pretty much a given since it's just a cropped and modified image of the carpet at my school. I've worked well with wood floors before, I just wanted to see how far I could go with making my own bump-mapped carpet textures.
I really haven't built up my object library yet, and the most that I have is the glass cup, the plates and bowls stack, and an untextured fruitbowl that I didn't add to the scene. I'm still trying to figure out fluid physics as well, 'cause holy crap is it annoying to make believable fluid of any kind when you're self-teaching through youtube videos and forum posts.
I was trying to add a sense of consistency to the hall, and I originally wanted sunlight to stream through the windows instead of shining from within the room. The screwup with the sky for some reason broke the lighting system of the entire scene, so I had to stick with having a single powerful light source in the middle of the hallway, since placing it outside of the hall behind the windows still gave the same effect as placing the light inside anyways. The line is just a reflection of the opposing wall. I had to cut the render time short because I was leaving school for the day, so it wasn't quite as refined as it could've been.
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I think on the carpeting, the trouble is it's very repeated, then. It looks like it's in strips, with a darker section that kinda repeats diagonally. Looks a bit like raised bumps. Maybe if you got rid of that section and made it more consistent. Maybe you could turn random noise into small bumps that look like strands of carpet or something?
Makes sense on the object library. A chair that's at a good height to sit at one of the tables would probably be something natural to add to the library, though. And I could see your point about believable fluids.
Sounds like the lighting in general is causing issues, then. Maybe the walls aren't blocking the light properly or something. Just mostly thought I'd point out issues for the next pass, anyways.
I've looked at Blender a little, but never really got past the stage of trying to model anything. I remember Blender Guru had some interesting videos on Blender, though some felt like ads, Jayanam Games had some videos on Blender, too, and Game From Scratch posts videos on game making related stuff, which includes stuff related to Blender-type programs and ones related to it. Unfortunately, I'm the kind of person that will sit back and watch videos on how to do stuff, then never actually do it.
I remember Wise Cracker is interested in Blender, if you're looking for anyone else learning it...
--Sweetie Belle