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Schneckenhausmann — Neoclassical Interior

#3d #blender #cycles #interior #neoclassical #archvit
Published: 2015-12-20 18:54:54 +0000 UTC; Views: 2807; Favourites: 50; Downloads: 36
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Description I worked a week on this. Everything except the carpet is made with blender. Carpet is modelled with Marvelous Designer. Rendered with cycles using adaptive samples build from here: blenderartists.org/forum/show.…! . I used 2000 samples. The scene is lit by emission planes behind the windows and two point lights at the left side of the room. I used lightportals. Clamp direct and indirect is set to 2, bounces to 8 and 3. The large paintings are made by Danny O'Connor (You can find his paintings here: www.flickr.com/photos/artbydoc… ).
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Comments: 38

FracTaculous3D [2018-07-31 16:47:10 +0000 UTC]

really nice well done

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Laugh-Butts [2016-10-27 14:31:23 +0000 UTC]

I thought this was photography! WOW!

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Schneckenhausmann In reply to Laugh-Butts [2016-10-28 20:06:34 +0000 UTC]

The thing every 3d artist is hoping to hear hehe

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John-AM [2016-03-25 20:37:54 +0000 UTC]

Beautiful work! So inviting! As are all the architectural pieces in your gallery. Did you take the Architecture Academy?

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Schneckenhausmann In reply to John-AM [2016-03-25 22:32:05 +0000 UTC]

Thank you very much I didn't take the Architecture Academy, I learned almost everything with free youtube tutorials

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John-AM In reply to Schneckenhausmann [2016-03-31 00:36:06 +0000 UTC]

Wow! Well your work is great!

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Retorman [2016-01-18 10:21:22 +0000 UTC]

Geil, will ich einziehen!

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Schneckenhausmann In reply to Retorman [2016-01-18 11:42:03 +0000 UTC]

Da kann ich nur zustimmen

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Kirschpraline [2015-12-29 12:22:28 +0000 UTC]

Sieht klasse aus, nur schade, dass das hübsche Schachspiel so weit hinten steht >.<
Aber zur Entschädigung hast du ja ein paar Details noch hochgeladen! (:

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Schneckenhausmann In reply to Kirschpraline [2015-12-31 11:06:35 +0000 UTC]

Danke Ja, umsonst will ichs ja nicht gemacht haben

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hashirbutt [2015-12-25 06:38:46 +0000 UTC]

Just amazing!

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Schneckenhausmann In reply to hashirbutt [2015-12-25 09:53:11 +0000 UTC]

Thank you very much

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cabalito31000 [2015-12-23 22:01:18 +0000 UTC]

Nice

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default-cube [2015-12-22 21:41:06 +0000 UTC]

That Flickr link got truncated somehow.

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Schneckenhausmann In reply to default-cube [2015-12-22 22:01:28 +0000 UTC]

Thanks for the info, should be fixed now.

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MichaelTzan [2015-12-22 12:38:32 +0000 UTC]

Holy shiiincredible! I love it I love it I love it!

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Schneckenhausmann In reply to MichaelTzan [2015-12-22 12:57:12 +0000 UTC]

Thank you

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Tjeb [2015-12-22 07:58:34 +0000 UTC]

Great job.

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Schneckenhausmann In reply to Tjeb [2015-12-22 11:40:25 +0000 UTC]

Thanks

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Terrance8d [2015-12-22 05:58:00 +0000 UTC]

This turned out superb, excellent job! I think you used too much color fringing though.xD

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Schneckenhausmann In reply to Terrance8d [2015-12-22 11:39:02 +0000 UTC]

Thanks I really need to control myself better when using the compositor

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Terrance8d In reply to Schneckenhausmann [2015-12-23 01:04:17 +0000 UTC]

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unscenemedia [2015-12-22 05:08:31 +0000 UTC]

I like the low-poly models from a design standpoint, but they make the rest of the scene look a little off.  I think it's the materials/textures you used on them that makes them look like they don't belong in the scene.  Something about how the deer trophy is absorbing the light source.  Overall, this is a really well done scene.  The reflections on the glass on the portraits really adds a sense of realism.

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Schneckenhausmann In reply to unscenemedia [2015-12-22 11:35:59 +0000 UTC]

Thanks for your feedback! I thought they were okay fitting, but good that you pointed it out! What exactly do you mean by light absorption?

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unscenemedia In reply to Schneckenhausmann [2015-12-23 11:13:09 +0000 UTC]

Something about how the light source from the window is hitting it.  It makes it look unrealistic.  Maybe if the material on it wasn't so matte and it was reflecting some of the light back it would look more believable.  I know that isn't the style for low poly, but it might of helped it blend into the scene better, imo.

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Schneckenhausmann In reply to unscenemedia [2015-12-23 11:14:07 +0000 UTC]

So make it glossier?

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unscenemedia In reply to Schneckenhausmann [2015-12-23 11:16:57 +0000 UTC]

I would try that.  Regardless, it's a great scene.  It just stuck out to me so I thought I'd mention it.

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Schneckenhausmann In reply to unscenemedia [2015-12-23 11:17:27 +0000 UTC]

Okidoke, thanks again for your feedback

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unscenemedia In reply to Schneckenhausmann [2015-12-23 11:19:13 +0000 UTC]

np

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Ryivhnn [2015-12-21 12:56:01 +0000 UTC]

That looks really good! What do the clamp and indirect settings do?

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Schneckenhausmann In reply to Ryivhnn [2015-12-21 13:00:24 +0000 UTC]

Thank you It prevents fireflies, at the cost of quality. Here's a link with more informations: www.blenderguru.com/articles/7…

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default-cube In reply to Schneckenhausmann [2015-12-22 21:40:50 +0000 UTC]

Did you use any roughness on glossy or refractive shaders? I figured out a technique for dealing with fireflies from that source.

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Schneckenhausmann In reply to default-cube [2015-12-22 22:02:24 +0000 UTC]

Yep, I think every material has a bit glossiness . What is your trick?

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default-cube In reply to Schneckenhausmann [2015-12-23 01:39:11 +0000 UTC]

I add a Light Path node, and make the roughness conditional on whether it’s a camera ray or not. Only camera rays get nonzero roughness.

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Ryivhnn In reply to Schneckenhausmann [2015-12-22 00:58:40 +0000 UTC]

Thanks for that

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Frostuin [2015-12-20 20:41:17 +0000 UTC]

Wow, well done! Great to see you've finished it!

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Schneckenhausmann In reply to Frostuin [2015-12-20 20:51:05 +0000 UTC]

Thank you There's still many things I could improve, but meh time for new stuff ^^

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Frostuin In reply to Schneckenhausmann [2015-12-21 02:34:32 +0000 UTC]

You're welcome. I know the feeling, no work of art is ever truly finished. Congrats anyways.

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