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By Maxer
#230464
It's very good, my only crit would be that the outside background image seems to be faded and looking at the outside of the building through the windows it looks like you getting a lot more light on the building than the background suggests.
By superbad
#230467
A couple quick suggestions: the floor is way too smooth and shiny, especially for the texture you've used, which is old and weathered. The background image is washed out and grey, and the perspective doesn't match the scene. Also, where is that light coming from on the left edge of the image? It looks like it's shining up from the ground. In terms of composition, it's pretty bare- doesn't look like anyone lives there, but that might be how you want it.
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By simmsimaging
#230471
Overall I think its a great start. Composition and general feel of lighting is very nice.

I agree with the others that the background is off. It's a bit flat, and off perspective. I think I see what you are doing with the fill lights (the one on the left etc.) - you may want to make those emitters larger to diffuse their light and shadows more so they are less obvious.

IMO the shininess of the floor is fine - I have a re-finished 100 year old floor in my house that looks similar, so it's real enough. I think you've got that typical MW cyan/blue cast that's flattening out the shot overall and killing the potential colour vibrancy in the shot. A minor tweak would make the scene more inviting IMO.

Nice bit of work dude :)
b
User avatar
By bejack
#230473
Thanks Maxer & superbad for your comments guys. So the background is faded like this cause the client wanted it to be not so important in the scene. In the first one it was clear. That the perspective doesn´t match is true. I did that in PS cause i didn´t find out how to place a background image in the scene. I usually work with ElectricImage and there you have an option to place an image to match the camera to. Can i do this in MXStudio?
About the floor... The client wants the texture but they didn´t like the non-shiny version .-) The light in the left comes from a emitter that is place one level below and behind the red furniture where you can go to the second floor... And the image is so "empty" cause the architects wanted it like this. No additional stuff! But i like it also this clear way...

bjoern
By contact7
#230618
Very nice start!! Only one thing I noticed is that the ceiling seems to be floating over the walls. Except from that I like your render.
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By michaelplogue
#230669
I think that adding a good bump map to the floor will help break up the shinyness well enough. Because these are old, rough-hewn planks, you would expect them to be at least a bit bumpy. Right now, it looks like you have a very thick layer of varnish on the floor.

Another way of de-emphasizing the background is to give it some blur - which would be appropriate enough here for DOF purposes.

Overall, a very nice rendering.
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By mgroeteke
#230676
hi bjoern,

welcome! ;)

nice starter... the 2 most obvious things: the background image is off perspective and faded off, as already someone noted here.

the floor texturing maybe is the most difficult part here. you have a quite rough wood texture for such an interior, i would rather see it in a historical building, but maybe it is? try to lower a bit the size of the planks and add a roughness map to break up a bit the reflections, maybe...

cheers

markus
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