Cgtuts+ Workshop #16 Children’s Room
tuts workshop

Cgtuts+ Workshop #16 Children’s Room

We’re back with another entry in our weekly community project, where we post a render or animation created by a member of the Cgtuts+ community, and ask you to provide feedback and constructive criticism on their work. It’s a great way to learn more about the intricacies of computer graphics, express your viewpoint, and have your own content critiqued by your fellow artists!


Quick Ground Rules

  • Be nice! We’ve deliberately chosen work that isn’t perfect, so please be constructive with any criticism.
  • Feel free to offer any type of advice on – Modeling, Texturing, Materials, Lighting, Rendering, Composition, etc.
  • You can also link to another render that you feel offers a great example of this type of content done exceptionally well.

So let’s get to it, here’s this week’s entry created by Sansar Tripathi!

Children’s Room

Cgtuts+ 3d cg Children's Room critiqueClick To Enlarge

A Little Background

This render was done for my competition “One frame 3D challenge”. I was overcome with this idea of different children’s interiors from the internet. And I just combined many different ideas into one single piece of work, making it look artistic. I am just a beginner and I know very well that there are lots of things to improve on. Waiting for all of your great feedback to help improve myself.

Thanks!


Also be sure to check out more of Sansar’s work at: SanVFX!

Please let us know what you think in the comments – how would you have approached this project or done things differently? Any thoughts on how it could be improved or taken to the next level. Chime in below!

The most constructive and helpful comments will be featured on the site. Interested in submitting your own video or 3D render? You can do so here! and have your work featured in a future Cgtuts+ Workshop!


  • http://www.d-m-p.biz Chris

    Wow, awesome work. the deliberatly set up chaos
    outlines the wild spirit of a child quite naturally. Thumbs up!

  • Ali

    Well at very first look,
    lighting is ibvously a problem here. There is a sun light coming from the windows into the room, a pretty bright one, however, room seems kinda dark. You can try to increase your environment light to overcome that.
    Modelling part seems ok to me. Since it is a child room, your style went well with it.
    And finally, materials are a little problematic too, they aren’t realistic generally.
    Especially the closet material (the blue one) takes all the attention to itself.

    they are the stuff i observe you can try to improve. Good luck

  • http://www.flickr.com/photos/jasonnuttall/ Jason

    Hi, I like the modelling here and there’s some good texture and shading work too.
    However the first thing I noticed is how dark this is for a cheery children’s room.
    It may be made from other children’s rooms parts you’ve found but I think for one those chairs wouldn’t come with that table.

    A lot of the mess to me looks pretty intentional, not so messy as a child would leave it, but more like everything’s been spread out and intentionally placed down, My last crit is I’m not a fan of that wallpaper, I can’t imagine a kids room decorated with that, unless it’s one they’ve just moved into that hasn’t been done yet.

    But overall I’m relatively a beginner myself and It’s good work, nice quality on the final render.

  • http://www.export2reality.co.uk Ben Wilkinson

    This is a really great start, and the modelling and composition is especially strong.
    The main area it falls down is lighting, atmosphere and colour theory. As it is a children’s room, im assuming that the intended mood is a bright and happy one. If so it would be worth looking at other 3D examples that do this very well, the first thing that springs to mind is Toy Story (http://collider.com/wp-content/uploads/Toy-Story-3-movie-image-2.jpg).
    That image has a very strong colour theory, notice how it uses greens, yellows and blues for the background objects (in varying shades, as is the nature of kids toys) and reds and dark pink to draw attention to the important characters. Also notice that the objects in the background (furniture and floors) use a less saturated colour to help push them into the background and give depth.
    So first off for this image, define a colour palette and apply it to the textures and lighting, there’s currently a lot of brown/beige which is kind of dull, try replacing some of the dull coloured objects with brighter colours (such as the wall paper) but still make sure the less important objects in the scene are less saturated.Also be very careful that colours do not start to clash- very easy with this scene as there are lots of bright toys in the content.
    Next id add much brighter lighting into the room- I would up the global illumination and bounce light as much as possible. Its probably worth putting some kind of area light right by the window, while still including the direct light. Make sure the lighting also complements your new colour palette. (toy story example uses more of a yellow light which works well with purples and blues). Change your shadow colour to a complimentary dark colour too (purple, brown or blue) black shadows almost never exist in reality.
    The composition is good, but could still be improved- try adding something in the foreground and perhaps lowering the camera angle a little. Breaking the image into thirds (horizontally and vertically) can really help here.
    Finally some post process effects could help give it that final lift- Look at adding shafts of light streaming through the window (perhaps with little dust particles in!!..kids never dust, right!), a small amount of bloom and make sure the colours balance well. A depth of field effect could also work well, and help the viewer focus on the right area, especially if you do choose to add more of a foreground.
    Good luck and enjoy! Id like to see the finished piece!

  • Eric

    Hi! Nice render, very “alive”!

    The texturing is very nice, we can see you know what you’re doing. There is a rule though that is good to follow in 3D render: your camera positionning must match what it would be in real life. In your shot, the camera is too high, almost a foot from the ceiling. It makes the render look a little bit like a miniature.

    Also, your indirect lighting is not aggressive enough in my opinion. I would try to raise the overall amount of GI or Final gather in the scene. I think the amount of light on the ceiling is too low compared to the amount of light on the floor. In a large space, light bounces more everywhere and the distribution is more even I think. Be creative in post!

    Nice work

  • Audrey

    I feel as if the chairs and bed are out of proportion. The chars should be made smaller (a child sitting at that table would be scraping their knees on the edge of the table), or the bunk-bed larger? The ceiling also seems a little low. Consider a little more Global Illumination! A kid’s room should be bright and full of life.

  • Andrew

    I like the way you have things laid out it looks good. I do agree with Audry it could be a bit brighter. If you go mental image of what a children’s room feels like instead of a more realistic lighting it might seem more realistic. The one think I noticed is, and it could be the way you wanted it i don’t know, is that with the way you modeled the size of the drawer handles & and the way the fabric is folded stiffly on the bed and over the chair, and the camera focal length. it makes the scene appear to be a miniature. Like it was all made for a doll house. Its not a bad thing unless that is not what you were trying to go for.

  • Michael

    First off, if this is a child’s room, lose the GUN on the table!!! That’s ridiculous. Plus I agree with Audrey, everything seems a bit out of proportion. The bunk beds are smaller than the desk next to it, and so on…

    Not bad for a beginner, just a few things I would fix for your final render

  • Marc

    I agree with Audrey, proportions are definitely off, but not just the chairs and bed. There are many objects in the room that are off as well. If you are going for realism, when building your scene use real world dimensions and be sure to know the actual size of objects you are placing in the scene. If you don’t know the size, do not guess, find out, or do not include it. The human eye can pick up even the most subtle differences in sizes and tell your brain something isn’t right, especially with familiar objects such as soccer balls and skateboards.
    Your windows and outside environment: You only have a grey background. Try using an outdoors environment map, or even create a plane with a image of the outdoors and place it behind the windows. It also looks like your glass needs a little help. It appears you have some sort of frosted or bumpy glass in them. This type of glass would not typically be used in a bedroom. Your panes are just resting in the frames, when there should be some sort of guides or tracks for them to run in. Also consider reflection. I know this is being nit-picky, but the details are what really matters.
    Another detail is a few objects are not placed properly. Tennis ball is floating off of the floor, and the baseboard is a little far out from the wall as well, to name a few. Really zoom in on your scene when placing objects to get them where they are suppose to be.
    A few other quick notes. Try to add some grunge objects. Maybe have the legs of the wooden chairs show some dents. Dirty up the bottom of some of the furniture a little bit with some crayon marks and grime, maybe a few subtle hand prints or two, on the table, bunk bed by the ladder, desk drawers (especially by the handles) ,or on the armoire, some scratches on the floor. Be sure not to go overboard, there is a fine line between just right and too much.
    Last thing I will comment on is to try using some volumetric lighting for the light coming through the windows. When down properly, it can really make a scene pop!
    Keep at it and have fun!

  • Nagesh

    Hey Sansar,

    I was waiting for this to come. Firstly, I will agree with Audrey.. proportions .Secondly, the room would be more realistic if things were not this messy, (I believe the concept is being messy), But see yourself, looking at this picture where would my concentration go. Moreover, to make this room lively, you could model some soft dolls, as we can see almost everything is hard modelling
    These were some comments as we can see the concept is children’s room, the room had to be more lively, more lit-up and you could see some of these Google images that i am talking about…..they are all about softness….

    http://4.bp.blogspot.com/-aOqoJfk39oI/TiW-5TYoYsI/AAAAAAAADcA/G3Lla2nHawc/s1600/kids-room-girls-bed.jpg
    http://www.blackbathroom.net/wp-content/uploads/2010-09-Creative-Children-Room-Interior.jpg
    http://www.siamhousedesign.com/wp-content/uploads/2011/10/Interior-of-children-room-2.jpg
    But overall speaking, nice job.

  • Sansar Tripathi

    Thanks to evryone. I will definetly try to improve all the things.

  • Andrew

    Nice start but of course it needs work.. So I’ll break it down into sections

    1) Lighting of interior seems fine, as the outside doesn’t actually lok that bright.. the lighnt from outside however is causing some very strange aliasing along the edges. Maybe to bright., However i don’t see where the two colours of light on the floor are coming from the yellowish light looks perfect for the lighting of the room but that glaring white must go.

    2) Modelling over all good but….
    Curtains too heavy looking..a little translucency would help a lot … Top blankets on bed look like plastic mats, especially where folded…Tennis rackets way too thin, they look more like fly swats…Turn on the computer monitor, kids love to leave stuff turned on…Gun is far too realistic looking maybe change it for plastic laser gun or water shooter… Skirting along wall by between bedside table and wardrobe, to far from floor and wall… The window nearest the bed looks very odd and the environment looks like it’s just a pale blue.. plus the walls a way to thin. make the opening for the windows, deeper, say approx 8″ or 20cm, with the window itself flush on the outside and make the window frames thicker, not same as window itself

    3) Materials – Texturing

    Some colours too saturated the red buses and the wardrobe while others look too flat and very dull such as the computer chair and the cricket bat handle…Overall the room is chaotic, which is good.. Show me a clean and tidy kids room and it’ll be one they don’t use.. Talking of which the object, which i am guessing is supposed to be cloth which is draped over the chair on the left.. I would lose it or try something else

    Add some dirt, scuff marks and wear.. everything is way too way too clean :)

    Final notes

    Remove mounted artwork on walls and replace with posters, and skew them a little and make them look unfolded, not totally flat.. add a couple of kids drawings to the furniture larger cupboards, with sticky tape, even some crayon or pen marks on central table…and lastly that wall paper is more of a country kitchen style. a single colour or bright stenciled design would be much more appropriate

    Keep working on it Sansar and best of luck