About : standard furniture number
Title : standard furniture number
standard furniture number
good evening for everybody i'm greeting everyone who is present here on the second partis devoted to textures today we will review all essential texturing rules i will give youmain rules which need to be keptand which can't be acceptedin any case
we will speakabout mistakes and laws keeping which we needeither execute images or check themif we are customers ok, let's startnot to waste our timeso - textures the first and the main enemy of visualization,a visualizator
and a customer - is tilingwhat is tiling? it is a repeating elementshere it is marked approximately such kind of elementswhich you can see on the sofa when we have superimposed texture and it has visualrepetition. this can be some jointsas they are shown here
it can be inequality of illuminationfor example here we have light elementand here the dark one it can besome perspective problems. we will speakall these right now the most important thing please rememberthat these things are not normal
and it you have inyour visualisation such king of problems as they are shown hereit is not acceptable at leastyou shall not by your internal filter or if you arecustomers and you receive such kind of workjust send it back and do notaccept it
a person eitherdoesn't know how to get rid of tilingor doesn't pay his attention on it - in any case this is not that qualitywhich you need to have in your portfoliobecause i think that you order images including to yourportfolio so - do your best to avoid these things if you have themimmediately
learn how toget rid of them but how an imageshall look like? it shall look approximately like this i'm showing you this sofaand here everything is clear, evenand neatly - possiblythis is even the same texture but is doesn't haveany problems there aren't anywhite or dark spots
or joints on it so - you shall havethis type of textures how to achieve it?there are several different ways we will not stop on them right now to explain it shortlyyou need to take care of this beforehand - preferably in 3d max before you start doing visualization sure - you can tryto get rid of
tiling some time later but it is very difficultto do because of many reasons in photoshop because you face with perspectives you facewith light and will not be ableto plaster something with stamp becausehaving an image of a high qualityif it is not flat you will havenot such a flat part
as here - but hereit is not actually flat most probably it will be with somelight gradient with some directivity and when you startplastering from one side to another to get rid of tilingit will not do becauselight will also be transferred
and this is a difficulty and the main problem of tiling that it is practicallyunreal to grapple with it during post processingdo you best not to have it ok - if the problem is defined - let's now return to it's variants - one of thevariants - is tiling according to scalelet's have a look on this particular example
when we have normal textureand normal resolution - we seethe same texture 10300:03:31,809 --> 00:03:33,799placed hereand here it looks quite niceyou shall agree there aren't any problems here you start to have problemswhen texture is placed too oftenwhen mapping is applied several times on one elementfor example here
we can count 6 times minimum for thissmall area here we have even 2 problems:a problem with scaling which leads in its turn to a problem with tiling
and this tiling is caused by the scale and you understandif you correct your scale you willget rid of this problem for those who don;t understand what tiling is - pay your attention on these similar repeated pictures the best examplefamiliar to everyone
is a tiling on a sovietglazed tile in some design of 90-ies or in some lavatory located on a railway station - there youcan see a soviet glazed tile laid in aparticular way with one particular patternstamped on a manufacturing plant
and do not even swap locations here is one more variant of tilinghere it appears not because ofscale - pay your attentionit is caused be a perspective it is very difficult to get rid of itwhen we have one texture geometrically located
on every tile or on any otherelement no matter how ideal it is a texture itself can bevery good and not repeatedhere for example it looks very good as soon asthey are located in deep perspectiveas it is
shown here - tiling is practically inevitable the system and any high-qualitytexture looks with duplication how to get rid of it?there a lot of different ways
one of them - to useseveral textures or to turn themactually there are a lot of different wayslet's not speak about it now we have a separateblock on visualization devoted to it or you may know all thesesecrets if you are professionals already
if you are a beginner - pay your attention on it - now we discuss what mistakes can be - you just shall not have this mistake btw this is one ofour visualizations made by ourvisualizator really good one whom wework with and he makes light also
actually this is a preview to evaluatequality camera positionand all the rest on this stageit is nor clear why this problem wasn't solved here maybe because this is a preview or maybe a maneither
forgot or didn't haveenough time if it is a finalvariant - it would be unacceptable naturally we pointed at this problem andhe corrected it later if you do ityou'd better do not have such problemscheck your works for all possible mistakes and correct them before
you sent your work to a customer that will be very cool the next partis also devoted to tiling and herei'm showing particular texture and tiling caused by illumination here you can clearly see those placeswhich will be repeated let's have a lookon the previous example here we have some particular
patternswhich are repeated again and again here we have the sameif we use this we will face with a problemin these particular places - thesewhite plashes of sunlight will be always seen - literally already on the second texture when we have four texturedplaced together even two - they will be seen not to have themtry no to
chose these textures - it seems yes it looks realistic - this is good and cool but actually you need to achieve all these effectson account of a material but by no means of texture which we use because... it is acceptable onlyin case
when this texture is placed on only one surface when one texture is placed on several surfaces this is the worst thing which may happen a texture shall beevenly and equally illuminated alongall it's surface
it this case - you won't haveany problems this is also on of of solving tiling problem this is the first parttotally we will have... i will tell you right now concerning textures - 13positions - this was the first - be veryattentive with tiling this is one of bitterestenemies
of visualization and try not to do it and naturallytry not to accept it if it is sent to you the next partis devoted to fiber direction as you may seefrom our image from this and thatsides
the rule says - fibersand texture direction shall...especially wood generally this is concerningwooden elements it shall always be located as per long side so if we have from top downward long side of an
element - texturally it shall be placed like this so naturally here we have an obvious problem when in a door moulding it goes in a wrongdirection there are someexclusions but they are very fewthere is a specific design reversed one when we change
texture directionbut i can assure you this is not this caseif it is so you will know itdefinitely which is quite expensivesolution when we specifically generate wrong most probably - in 90%of cases follow the rule all wooden fibers
locate along a long sidethis is very easy check it - here is a longside - this is fiber direction - here is a long side and consequently along the doorwe have the same pay your attention here we have one moretype of tiling which we didn'tmarked the previous time actually it is read here
this is tiling caused by reflection when you connect one texture with another by means of mirror button appears this type of tiling when we have two reflecting surfaces - you can see them here if you are attentive30100:10:00,450 --> 00:10:02,570you shall not have it too this image doesn'tlook like natural try to avoid ittoo
this is like a bonus to a tiling subject and here we have a verygood scheme i hope all of you see it well - which shows how attentive we shall treat with modelling and panellingwith everything we have inside of an interior i do not encourage you to create from the scratch this type of elements
you shall have them prepared beforehand for example we give themlike a bonus to a courseof an interior or exterior - there is ahuge amount of them you can doone panel or download it from somewhereimportant thing - it shall be really of a high quality
as it is shown herelet's remember the previous module concerning quality standardsin modelling this panel also meets quality standardson modelling - we have bevels let's rememberwe have bevels we have joints we have profile withhollow - everything is done clearly and fairly
everywhere there are thosegeometric details which we neededso much in this casethis image shows ushow we need to work with fiber direction this is fiber directionthis is another direction an one more here they are shown how they need to be and one more here
it is very easy to dowhen you have modelling made separately and you can disassemble this part or highlight it as a separate range and make one direction beforea joint and after joint
another direction there is nothing difficult in it you need just your attention and here isa specific example the previous one was done in 3d pay your attentionby the way here we have also wood direction along the longside - you see the hight here is bigger
than width and that is whyfiber direction goes along the long side which is also not by accident the next image showing the same what i've just have told you it looks like a real photomade according to all rules
not a photo but more like a drawing it clearly shows how one or another texture is working joints all this is takenfrom a reference approximatelyfrom such kind of in what we are working the next part
the third one - this is a rulewhich says that textures need to be similarto original that means preferably or even ideallythey need to be done from photos it would be very good naturally - as we already know to avoid tilingthey need to be taken
without obvious light spots - it shall contain minimum light and shadow not to be read on a big scaleor it shall be of a bigger scale than requiredthe bigger surface can be betterbut this is concerning some secretsof 3d-max
to distinguishit visually we need to see approximately thisbeautiful image similar to real woodon a photo btw the same as abovewe may say this textureis also very nice it looks very photo-realistic although most probablythis is a drawing
the only minus here is these lights and darkswhen we have violet here and yellow here - but we will never plaster this textureon element - instead we will make our model and we are safe from it and in any case we understandthat this is an image but neverthelessconcerning quality
it needs to beapproximately like this it often happens when people start inventing something - doing either medical record or just take some low quality texture i just made this example for illustration purposes this may concern not only woodit may concern anything
metal glassit may concern anything when texture is of a low-qualityin this case this attempt to make wood is no goodand will result in a relevant quality number 4 is devoted to gooddetailing
unfortunately the thing i wanted to show is not well seen because of qualitydisplayed by wisiq by your experienced eye can notice it if it doesn't notice ityou need to believe my word this part marked here it is made smear
this texture(of some paster) it is similar to imitation of leatheror something similar in this case it isstretched to much it's scale is big - more that required and after renderat final high resolution it seems like smear it shall not be like this
for these sculpted surfaces we need to selectproper solid texture by no means smallotherwise we achieve this effectwhen we have everything smear and one more example - quire recent one we did it recentlywith the latest group of students
we puzzled a lot with this texture it seems to see it is seenhere that it is smear it is seen - the low resolution of an initial texturetaken and this is at current resolutionof this picture currently 800 for 600 this iswhat you see now
and imagine what we will seewhen it will be in 4000 px this will look likea smear spot which will not bring you to anything goodas a result we changed this image tooso - please check all possible smear partsbeforehand and this is vivid experience of a visualizer because very oftenon a preview it is difficult to see all these smear parts
have calculated a big image you can facea strange effect - when suddenly you cannot make a high quality imagebecause of some reason so- one possiblereason that texture taken less than requiredand in particular when this wall locatednot somewhere in the middle an occupies not thisarea - which it has
but somewhere on the sideand having some primary meaning or it may be somewhere on a chair having some primary meaning too in composition and generallyin cadre staging it will be well seenand this diffusion shall beremoved for sure yes, ceiling lamps are really hanging in the air you remember - this is a previewwe corrected all this
we spoke about itlast time that's why... naturally i do not takefinal images these are intermediate variantsand besides problems which i explainthey always contain a lot of other problemsthis yellow light and many other problems this time we discuss only
one mistake or problem otherwise we'll get into a messand it will bring us nothing good as well as concerning this image it containsa lot of various problems with modellinglight and textures and allthe rest but in this particular case we are interested only in texture
we will come back to this imageduring our further descriptions but now using this image we will discuss that texture needs to be laid on absolutely all objects that means texture shall be laid on fabric on a pillow, on an armchairon a wall - on everything if it is not laidon anything it is a mistakewe need to lay
at least some base texture except forsure - there are some exceptions they are - differentsmooth materials like plastic, metalglass - they can be texture free materials which havereflection the sameconcerning visualisation there are some exceptions but all
stone orwooden walls shall becovered with including ceilingdon;t forget about it including walls you cannot leavejust colour this givesnot very good influence on render quality it is impossible to haveideal smooth walls and ideal smooth ceiling
when you haveside light we will return to it later you will see how texture shall be illuminated when you are modellingor creating a scene you never knowwhere you will have light it this case it is seenthat the illumination is above it seems here - from the sideand at high resolution you will beto see some grains
some roughness and this will bevery good looking this will bevery cool for visualization if none texturewas laid on surface we will see nothing and do not pay attention that the image is so small you may not seesome
problems i know there are problemsi specifically made images small to upload them here imagine thatthere is no texture here in fact - there isnone texture here and actuallythere are two important moments on this imagewhich i wanted to point your intention onwe will speak about them later one thing - concerning composition
see howseatback fades with wall we cannot do like thisas per composition we need to separate them with light colour or with anything we need to show outlines just remember itwe will return
to it later and the second partis this wrinkled carpet there is somenice sloppiness better not to havesuch things better to haveeverything done almost ideal that means some slightfaults are possiblebut not much
and the same tilingas you understand - here and so on actually mistakesare standard everywhere that is whywe leaped an idea to create somegeneral description all mistakes on all images are practicallythe same as soon as you review them here all of them disappear
and we get goodhigh-quality images the next our part is... particular attention we need to pay on standard lamps i'm speaking about standard lamp and theirtextures as you seeon this image made by me personallyand here i also
forgot - maybe not forgotbut was in a hurry maybe forgotit was long time ago to do texture hereor it is gone as it is some sort ofself-luminous object which is also wrongwe will speak about it in section devoted to materials it is now well seen here but as an example shows good texture here that means imagehas a good texture here
really this standard lampand we can see some fabric on it so - on all standard lampswe need to lay fabric on - we cannot leave just white surfacein no case be sure tolay texture on this is a very good examplefrom our last batch
visualization made - some problems with background for those who search for additional mistakeswe will also speak about it a little bit later but the ideal is this component this is an idealpart for painting of a standard lamp why ideal - because we have seen
gradient - here we havelamp which shines it shinesevenly from the centre up and downlight is spread we see some light movement inside we see that this is a holeand the most interesting and importantwe see even this little split
not a split but vice versasome thickening jointing 2 parts there is reallythickening it looks notvery good even in realitybut it still exists and is present practically on all standard lamps that's whyif it really exists good to seeit here
also it is in the end i mean it turned back to viewers i mean to the main side looking at the standard lamp ok - this partlet me remove all my marks an ideal standard lamplooks like this
just remember it save it somewhere and understand thatthis is very cool these two are worse and this one one is worsei cannot say thy are too much illuminated because there are some of geometrywhich shines differently from the centralpart - if this is absolutely white
here we have someorange parts but better todecrease intensity and to do it like this that would be much better so - it should not belike this and this is ideal this looks very nice and the lustreis also done very good i mean this one
the next part is devoted to scaletexture scale needs to be correct it shall not besmall bigextended or compact from any side let's review specific examplesthe same texture wood - actually not the same texturewe has before but similar
but nevertheless also wooden texture in one place it isquite correctly laid on lockers but it was awfullylaid on the door - simply the wrong scale i'm not speaking about fiber direction here on windows maybe it is also donenot correctly
we spoke about it in a previous part in this casei pay your attention on a scale - if youlay textures on the same textureon several elements in the scene on all elements it needs to be made in one scale on the door,on the lockers, on the window and on the table
speaking about the tablehere we have also different scale be very attentive with it and alsoi'd like to pay your attention on a brick bricks arehuge here there are standardbrick size here it is
one and a halfbigger that required so be attentivewith it too as we already discussednot necessary to do bricks by means of texture that was in the first blockconcerning modelling especially when texture is done not correctly, whencement goes up when it needs to go down-that means band is done to correctly
even if it is done like thisat least we need to use a correctscale correct scaleis very important and one more next additional variant the nextimage the same texturelaid from the left and from the right
see the difference this is a textureof a decoration plaster from the leftand here is is laid with right scale and from the rightit's scale 3 times bigger than required so we shall not have such failures one texture in one scene shall be of a one size the next part is alsodevoted
to scale - betterto say proportions experienced eye of a designer orvisualizer will see that in this casetexture of onyx laid on columnis stretched across it is seen that these circles are stretchedin this part we can compare itwith the side part
here everything is done correctlythat means in the side part onyx looksquite ok but the central part looks like smear from bottom to top this is no go please don't do like thisever one more examplewhen we lay an image as
a texture on some objecteither on a tv or on a pictureas in this case or on a poster be attentivesee how stretched is this image this is the most vivid example when vertical imageis located
horizontally and leave it as ok and then seriouslytry to hand in this work please neverdo like this here is one more example i don't knowif you can see it i can assure youdesigner will see it anyway this stretchedimage
if you are a visualizer you need to broadenyour mind i mean supervision and attention and to understand a real scale it is possible to reach if you permanentlywatch different effects and try to
develop yourselfin this direction i think designerwon't be surprised here as per compositionhe will immediately understand that something is wrong in this case an imageis also stretched across and to make image good-looking it needs to be compressed also across
it is very easy to checkespecially when our image when we have suchparticular image it is not a texture it is just the imageit has it's own height and width specifies bypixels of this image and our imagepixels shall preserve the same proportion
as on the wall i don't know why it was done like this either not enough attentionor author was in a hurry maybe there was some other reasonbut nevertheless this is a common mistake it seems to methis is a problem with vision with understanding how can and how can'tbe done id something is bad
someone sees itand other one doesn't that this part is awful or this part has some problems if you doesn't seewhat i'm now talking about if acceptable for you you need do somethingimmediately
with your developmentto exclude possible problems in future is devoted to background and background is one of the most important maybe it is better to call it central element
or an ornamental part in our imageit is seen it attractsattention, light goes from it and in any case it is something likea connecting link or an accentelement you may call it how you like
anyway - background is important if we show backgroundit needs to meet some rules let's speak about them what we need to havewe need to keep height, proportion brightness, adequacyof an image horizon needs to beon place
and brightness shall beset as per exposition between human eye and how camerashots at this illumination i mean something in the middle not like a man seesbecause
in this case image will be quite dark but also not like camera shots cause in this caseit will be over illuminated and everything will be almost white we need to do something average in this case background in general
is shown ok the only one minusi called it adequacy of real life that is such a classicmodern in such classicmodern new house in classic interior we see something like a schoolit's difficult to understand -
something like a park this image immediatelygives an idea that this is impossibleit is difficult to imagine and this results some dissonancewith reality the same happens when author shows skyoutside a window or maintainlandscape in urban areaand vice a versa
when we have urban area and people show some wood it looks inadequate to reality and you better don'tdo like this as a rule backgroundis provided by a customer if not - you always ask what shall be seen on backgroundand achieve a good quality
particularly with background the next partconcerning background and it concernsmore not a proper backgrounditself but visual implementation of a texture laid on it - background can be like counterweightof all image this is a presentationstyle we will speak separatelyabout it in another block
which will beconcerning style presentation in thisparticular case we will not discuss iti will give you something likea hint concerning background it can be like a counterweight like a contracting elementyou see everything here is all white andbeige - very mild
and the backgroundis a bright spot it attacks attention and makes some atmosphere i will not saywhether it is good or bad this is stylewhich we keep this can be eitherso one more example background is astrong, active bright element
attracting attentionand separating all other interior of otherpieces of furniture on its background- so we have some background the same as in previous casethis is a presentation style let's remember itright now the second presentation style appears when background
is not read it seems it exists somewhere but it doesn't reflectany attention it is like white spare spot and the main role plays interior space of a room and wepractically do not draw attention on it
you can use both variants quality standards accept both variantsi just recommend you doing visualization better to ask you client what style do you wantwe will speak about styles a little later there will be presentationstyles which areacceptable and possible
and if you are orderingvisualization instruct properly your contractor for you not to havea surprise cause if may imagine your image mild and smoothand contractor can do it contrast gussied up we will speak about it in styles this is very goodphoto
i meanbeautiful interior taras sent us work on a similar scene it was done on ourlast visualization course it seems it is calledtaras bilik the name and surname of a man who sent this work not who made but who sent and here also backgroundmeets with general atmosphereand is matches to
general atmosphere so we seethat our background autumnal, beautiful some lake and everything else is seen thought the mist and respectively all other interior isapproximately the same so these aretwo different style to different presentations which we may haveand which both are acceptable
very commonly made mistake is a hight along locationof a background it can be as higher than required it this case it isdone higher than required and i made this remarkcommenting this work that it needs to be lowered this is probably we can say that all these mistakesare number one here
they aremade not two-threetimes incidentally they are made in hundredsby people every day i specified the mostimportant be very attentive here be sure to check height where background shall be located here we have the same situationas with proportions
with scale - it is notevident for visualizers whoare not experienced but wrong background location height along is immediatelyseen by a contractorby a designer it is immediatelyseen and it gives impressionthat a visualizer is not of a high qualityunfortunately
so visualizer shall develop his eye estimation to keep height position of a backgroundthere are other technical means to check it one more time - in 3d-max it is quiteeasy other thing thata lot of people know how to
check background height but very few people use itjust because they do not understandthat this is a mistake or a problem this is one more examplehere back is to low it should seemone only needs to give normal solution with heightand interior would be ideal
no - he does lowerthat required and leaves itlike this so be attentivei keep repeating the next mistake concerning backgroundsee what a beautiful interior was made agree - everything is so mild and nice cool, but see what horrible thing we have in the windows
i cannot understand what is it better if they are just white how to check heighthight is a point of convergence if you prolong... background heightis always a hight of a human eyethat means the height of cameras whim which you look we can check itlike this connect two points of convergence
here you have the first and the second one and two they will crosssomewhere so this will be backgroundheight the second variant isaccording to camera height so from the place where you are standingit is possible to prolong plane endlessly and to see whereis crosses endlessness and one morevariant, there is a button
in 3d-max show horizon so it shows horizon so you may seeon your image where is a horizon the next partactually not the next but continuation of background is a connectionusually background is made be means of propertexture
i often use forestand recommend for you too i made it once as a joint-lesstiling-less texture and can use itany time but sometime happensin joining place of one part of forestwith another this jointlocated directly on the window this happens not oftenbut still
this time it happened check it attentivelyyou cannot leave it like this you need to move your background to have everythingclear and nice as here for example the next problem with background... you see backgroundis one of
our main positions on texturing we just cannotdo everything properly we permanently havegreat number of problems see attentively works of our participants we were doing such kind ofscene, as a result a scene was doneproperly in a good quality, you can see it in results of our graduates
scene was done very goodand this is one of intermediate stages pay attention on a dark background although a girl who did thiswork herself attached this image as a referenceas per mood andillumination
see what nice background we have here light blue, it is seenthat sun light comes from it colour balance is working and what gloomyand dark it is here and to the lastdegree boring it just cannotbe like this as per physical lawsit cannot be like this cause physical lawssay that the main light
comes from thewindow that meansthere shall be obviously brighter then inside so remember - background is always brighter, always is more saturated then our interior
it shall be always seen that the main lightcomes from there - this is the main task, althoughall the rest image is donequite nice we got a gooddaytime view just need to correctbackground and everything will be cool the next partconcerning textures i hope all of youunderstood problems with background
there are some mistakes which can be madewe listed all of them now height adequacy, location brightness joints what else? lengthiness or vice a versaover narrowness - scale
the next part-the tenth position concerning textures make specific focus on joints if fabrics and other soft surfaces for example let's takethis armchair when fabric has some pattern some directivitywe need to work also through jointswhen we need to lay high quality
correctmapping an armchair cannot besewn like this when we have three fibers in one direction and two in another 3d-max softwaredoesn't know what we want it doesn't knowthat this is an armchair we need to help it manually to do our bestto lay our
nice and in proper quality there shall be such things this is trifle but very important one is the 11-th point preferably to laytexture on each element separately using properrandomiser of
texture laying this is a complicated itemi will try to explain it motherer an elementshall be covered with non-recurring parts if an element is big as in this casefloor or in the next image shows floor whichtexture is laid on
so everything needs to be donerealistically ok - what i'vejust said what is it?a lot of you didn't understand what i said i will try to explain you on example what i've just said
for you to understand what i meant let's take this texturein this case one textureis laid in a whole element so this is this element and this is thiswooden texture it seems scale is goodand everything is ok
but it cannot be like thisi mean this is physicallyimpossible lockers are like thiswe can see divisions of lockers here and one textureis laud on them completely it never is like thisideally each locker shall be separately covered with this texture
naturallyhere we may face tiling problem as we understandwhich can be seen but this is anotherproblem which needs to be solvedseparately tiling caused by texture it should be removed but you better do not lay one texture on the whole element you better don;t
the same we seeon the floor pay attentionit seems floor is done nice by means of geometryhere we have some clear joints but texture is laid on on all floormoreover it is stretchedas we see it is laid
with transition our texture is not for one board and for anotherboard another texture we have one texturestretched on all surface and our eye doesn't readthat there are these boards that we havedivisions between them we see it as one solidwooden plating
it also cannot belike this the ideal way oflaying on elements when on each elementif we take wood a separate billet is laid on it's texture here one, here another it can bethe same but moved a little
here - the thirdthere is a wonderful plug-in you can do it manuallyor by means of plug-ins in 3d-maxso - find out how to do itif you don't know lay texture on all geometry the one possiblecase my second statementthat this can be done i even explainedhow to do it even showed
is when our texture is not so open as wood but for examplemarble it doesn't have some vivid fibers or some vivid logic we only seethis marble texture just because we see all complete element all complete floor
on equal distance when we standsomewhere here in the room we will neverguess that this texture is some general as in the case with woodso in this case it is acceptable completely acceptableespecially if its quality is quite goodwhen we understand
that the image of this marble is of the high resolutionthen we can do it we do to need somecharacteristic features i hope it is clearwhat i've just explained these are maybe toodetailed peculiarities but stillwhey happen so these are examplesthis is not
the only example i have about tenof these images and i decided if they happenmore than once i need to fix itsomehow and to describe them is devoted to...this is last but one part is devoted to...item 11 however not - 12-th point
this item is devotedto defects, dirt andsome elements unwanted they are liketrifles, but non needed what seems incorrecthere, everything seems good why is it moving
is it me? everything seems goodquite nice image but pay you attention on this style doesn't assume some splits some chafes we have normal good standardtexture
without anydefects but here and here on the texture we see knots we better avoid knots here we seetoo vivid joint of concrete it is too vivid
sure it can bethis is an open concrete but it is to vividit this case we need to blur it overa little if you see some things in texturecontradicting with interiorshall be better removed
in this casei focused your attention on two effects here is one more effect i specifically added this scene it is one from the latest when everything is goodand here appears this split not matching the style
just remove them and the last point point number 13 it also concerns tiling a little see we have a tile here grey with some particular texture
particular patternwe don't see tiling everything seems nice and good it has some splits here we have some horizontal and vertical splits tiling goes furtherwhen we look i perspectivealready know tiling along perspective
it shall not be like thiswe already know it i mean these repeating elements but the most important is not tilingno we have already discussed tiling let's discuss nowabsence of seams here we seeseams and they arewell seen and here unfortunately we see seams
only in one directionso making a line close to it we see seams only goinginto perspective one and two and they are quite active but concerning horizontal seamswe do not have then at all so as a resultwe are loosing the sense of this flooring
from the left sizeit remained we see that this is tileand from the right side these are some vertical lines and this is oneof problems in work with textures when it is lostgoing into the distance this is one of the reasons why i told you
that it is better to doall elements be means of geometry if we didit by geometry most probably all out seams would be seen just remember about this peculiarity while texturing going into perspectiveyou may loose image quality because seams will notbe read
so this is all we spent good timefor textures but i thing it is useful and interesting so let's finish withtextures now let's have a break - 5 minutes