Bedroom Model

Any Corrections for my bedroom

Okay I’ll be blunt because I find it effective. You need to study lighting more. Much more. Now by no means I’m an expert or even good at lighting things but you seem to have a big issue with it.

I see one light spot on the right wall. Maybe two. Why? Just why? You don’t throw lights wherever just as long as your meshes are completely lit. You need to be thinking about where light comes from and have it come from a direction and strength that is logical, natural and realistic (or as close as you can get).

This is a room, it comes from the ceiling most likely. Just look at your real room, where does your light come from? Is there an invisible light source above your bed? No there isn’t, it’s from a lamp somewhere, so place your digital lamp where the real lamp is. Instant better results, more natural, more realistic.

It’s by far your greatest weakness and you really need to dig into this because no matter how good your modelling work is, if you light it like you light it now, no one will ever appreciate or care for it.

The squares on the wall look so weird because again the lighting makes no sense. The tops are dark, their sides are bright, the cast like 3 shadows each, each shadow a different strength. Which can and does happen naturally, but because it’s obvious that something is messed up about your lighting, in this case it looks unnatural. Also your lights are casting shadows on the wall corners. That’s probably a fault of your lights, it might also be a fault of how you made your walls.

This is what you do for your lighting.

Take an object, any object. In the morning go stand in front of a window that allows plenty of sunlight in. Leave your object in front of the window. Notice where the shadow is, what it looks like, how soft/sharp, long/short it is. What color? Take a photo if you must. Then look out the window. Where is the sun? Trace an imaginary line from the sun directly to your object. Observe their relation.

Do it again at noon and later that afternoon, see how everything has changed and again observe the things you observed this morning.

Do it again at night. Have your house lights on, observe all the above things, except this time you are looking for the lamp lights instead of the sun. If you have multiple lights in the room with your object, turn all of them off except the most centered or the strongest. Observe. Then turn another light on, look closely at how everything concerning the colors and shadows and contrast etc has changed.

Do this as long as you must

In the sun experiment, especially in the morning or noon, notice as much as you can, and the more you do it the more you will notice. For example notice how a building or a brick or a sign that is directly hit by the sun will cast a strong dark shadow, but your object might be casting a softer one if it’s not hit directly by the sun. That’s (I think again, no expert) because of how light scatters when it bounces on objects. So the sunlight scatters everywhere hits your house walls, lights the room and bounces off. You can study more of that on the internetz and go into the physics of it, but it’s pretty useless unless you are into physics or if you have a very analytical brain. I think observation of life around you will do the trick, but you approach it however suits you best.

As for your modelling it’s quite fine for a low poly thing. Your texturing needs a little bit more care and love but you’ll get there. I would only recommend you elongate the pillow slightly and then in sculpt mode use the Inflate/Deflate brush or the Grab or Elastic Deform, to add a little shape to it, so it looks like a pillow someone sleeps on and not like a candy drop :stuck_out_tongue:

That was pretty blunt lol. Yes the lighting and textures, What stands out to me is the spacing of the objects from the wall. The lamp feels very small compared to everything else.

I like the colors and the art on the wall is a nice contrast. The ceiling fan gives it a nice enclosed vibe. Good work.

It was pretty blunt :stuck_out_tongue:
Hope I didn’t sound discouraging or mean, I really like a lot of the stuff on that render but like I said, bad lighting will ruin even the best works, which is why it’s so important to try and get at least some decent lighting in there if not a good one.
Keep at it @Ritu03 you are doing fine, I’m only telling you something that from what I can tell no one has told you i.e. that you don’t put random lights in random spots, but instead you try to emulate real light from real sources (and then cheat with fake lights when that isn’t enough :P)

Just to possibly help to understand lighting and what it is all about Blender Guru did a little short series on it.

I somehow felt more confused after watching this a few months ago but it does show a bunch of “tricks” and gets the general idea across. He goes through everything and that’s good. Lighting is a very complex thing…

Thanks guys

Definitely change the corrections