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This is necessary to avoid this forum being flooded by spam.
Important notice: All artwork submitted on our public gallery forums gallery forums may or may not be used by OTOY for publication on our website gallery.
If you do not want us to publish your art, please mention it in your post clearly. (put a very red small diagonal cross in the top left corner of the image)
Any images already published on the gallery will be removed if the original author asks us to do so.
We recommend placing your credits on the images so you benefit from the exposure too, and use a minimum image width of 1200 pixels, and pathtracing or PMC. Thanks for your attention, The OctaneRender Team.
For new users: this forum is moderated. Your first post will appear only after it has been reviewed by a moderator, so it will not show up immediately.
This is necessary to avoid this forum being flooded by spam.
It's a simple scene, but very well executed. I like the lighting, composition, textures and the colours. Can't find anything to nitpick 
Cheers,
Marcus

Cheers,
Marcus
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
As said abstrax, excellent photography with simple geometry and great texturing. From octane point of view did you used 'complex' shading networks with procedural textures?
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Win XP x64 | Q6600 2.40GHz | 8Go | GTX470 1.28Go // Win 7 x64 | I7 Q740 1.73Ghz | 6Go | GTX460m 1.5Go
I agree about the floor, making it more rough and dirty might improve the realism, but I really like the overall look and brightening up the corner may be counter-productive. On the other hand, I'm no artist ...colorlabs wrote:That corner is awfully dark, is that directlighting or pathtracing? Also the ground looks a little too flat, maybe a chip or something would help.

Cheers,
Marcus
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
Very realistic well done 

Win8 Pro 64bit ULT|Intel Core i7 3930K|3.20 GHz|32 GB RAM|GTX 590|UD5 2011 socket||2x TB HD||Master Cooler HAF X||Blender 2.6||Maya 2012||Octane|
I have used pathtracing (as always). The dark corner is painted on the texture for a better transition from floor to wall. The flatness was because i used only a diffuse mat for the floor. The new version below have a glossy mat that looks way more bumpy.colorlabs wrote:That corner is awfully dark, is that directlighting or pathtracing? Also the ground looks a little too flat, maybe a chip or something would help.

Btw the rendertime with pathtracing was 1 minute.

very nice and realistic
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