So tomorrow I will probably show this image and maybe one more if I think I have time to my boss and maybe our client. This was an unsolicited project and I decided to go with our design over the clients -mostly because I would have to check his for code again and didn’t feel like doing that over the weekend. I would have liked to have spent some more time on the tables but the main thing to show to the client was the ‘wharf’ in the background and how having a stage on the upper level would not work well as opposed to the smaller, but more visible stage on the first level. The design problem is that he wants to maximize seating while still having storage under the wharf so to do that it had to be up pretty high which would mean guard rails required so instead of guard rails, we did a wall around the booth that is hidden from view. If it were me, and the wharf was so important, I would lose one booth and make the first stairs face the natural path of circulation from the right. As it is right now I think it is a bit crowded and getting up the the wharf will be difficult. I guess I kinda wanted to show that too but probably shouldn’t say so…
Long story aside, any thoughts on the image? Also, I’d like to get more images facing 180 from the camera and up in the wharf to focus on its details, but am not interested in modelling what would be the rest of the restaurant. Any thoughts on how to do that by maybe blurring out a super basic model or any other method? I’d like to do more photoshopping of people and break up the walls a bit more with some modelling detail but there are other things I’d like to do with my free time too 🙂
I like the depth of field effect, and the lighting works well, it feels like a restaurant at evening time. The wharf is slightly confusing, not because of the rendering, but more because of the space issues as you described…. In tight spaces like these I think a 3D Model like this can really help to explain things. I would show it to you boss first thing tomorrow.
Showing the model from the other side without doing a lot more work is a tuff one. My initial thought is to model it in just the basic rhino grey and then give it two hard edges and two edges you fade out in photoshop… alot like you would do if you where painting a water color for Henery. Concentrate on being graphic and emphasize what you want to show and let the rest fade out, add a little style and maybe not worry about the photorealism as much if you don’t have a fully formed model and render of the other side.
Over all I think this is a good render and a great way to showcase an extra skill to you boss.
Also The wood on the walls looks nice and doesn’t seem like it tiles at all. Did you just Photoshop some extra stuff or do you have the map on differnt channels?
This image looks pretty convincing, I like the depth of field as well. The only thing that is a little distracting for me is how dark the ceiling is, But if the ceiling is really black, than its really black. Anyways, Its amazing, especially for a free time render. ( I guess those 20 hours of sunlight keep you working).
I’m sure you have already presented this, and you are now working on something else, but for me the first render takes about 2/3s longer than the next one. Setting up mats, and lighting. but once you get that done, the second render is just model work and tends to go pretty fast.
nice work though.
Thank you for the compliments and suggestions. I presented this earlier this week and by boss was pretty happy with it and had me send it to our client. He then phoned later this week and said that he was pleased and agreed with what I had to say about the stage and seating. My boss is gone to Burning Man so we didn’t get to talk much about it but all in all it turned out really good and I think is something she will remember.
As for the image, the ceiling will be black, but it wont be glossy like it is here so I need to change that because I find it distracting as well. There will be a lot of exposed mechanical up there painted black as well, so in subsequent images I might try to show that. As for the walls, I have always found this material to be a good one, but what I think also might have helped was moving and angling the track lighting to illuminate the walls at varying angles.
I agree about the ceiling…. I think a little bit of modeling on ceilings and floors can really add a lot. I often model the components of a floor, for example if it is a wood floor modeling the individual boards as individual surfaces. Floors are so repetitive and simple that it only takes a few extra minutes to model and as they are just simple surfaces it doesn’t add to much to the render time, and makes applying and sizing materials much easier. Rendering are pretty much always just a question of time, how much time do I have, and how can I use it most effectively breaking it down between modeling, rendering, and post production.
Super great that you where able to help the client visualize the space at it would really be and, not just how it is in their head. That is really exciting. I think it is easy to forget when you are really involved in a project that not everyone can see what is in your head, and it is a great exercise to visualize, both for yourself and the client.