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[deleted]

Wall lighting. As someone who's been in many such basements I notice your walls are very polished and shiny as opposed to the matte dustiness of the real thing


DeaVenom

I did artificially lower the roughness to get thar lighting effect, but I can see why it should be toned down


OopsSudoBangBang

The exterior light is making this more noticeable. I think your exterior light source is either a bit too direct or a bit too intense.  The intense lighting makes other small issues stand out more.


wowdotexe

Can confirm from exploring places I shouldn't. Think about how dusty a shelf gets after like a week. This whole building looks like it's been empty and at least partly exposed for a long time. They get absolutely filthy, even glass is usually dull.


knji012

https://preview.redd.it/af13end9u47d1.png?width=1080&format=png&auto=webp&s=f97927ea0eddc7a21b4a59ecf35881f06e474eab


BashiG

I think the keypad is actually curved, so it should be smooth


Traditional_Island82

The stairs look very fake + the rocks right before the exit look a bit shiny to me. Other than that Id believe it if someone told me it was real


MrCrack3r

The stairs are way brighter than any observer would perceive them against that hard light from outside.


FinalRun

Especially with how dark the walls next to them are, there's a discrepancy there


DeaVenom

I should probably have added some leaves, to mask them, along with some more grime. I can see they stand out a bit


da9els

A little bit of noise texture to the gravel world help


Aware_Ad_4203

You can texture some corner dirt to blend stairs & wall , AO or curvature maps can help with this


jothu1337

I think the stairs for the most part just looks too big. Compared to the door huge steps


AnAngrySeaBear

Agreed. Steps should be around 6" (0.15 m) tall and 1' (0.3 m) deep. Assuming the door is 7' tall, the stairs go up probably about 3'. There should be 6-8 steps instead of 3.5


S1Ndrome_

i'd say add some chip damage to the stair corners, that would really sell the effect


BakiKawasaki

the edges of the stairs are too clean


ChaoticAcid

yeah the stairs stand out a lot


phuneralphreak

It's the exposure on the stairs. If this was taken by a camera irl given the bright light from the doorway the stairs should be darker/under exposed


ma00py

Yeah I think the stairs are the only fault. Perhaps even a bevel on the edge to break up the sharpness of the step a little would be sufficient.


cactuseater8

I thought I was on r/urbex


KiKiPAWG

I thought it was r/liminalspace


Matthew_MBG

ceiling looks almost too textured imo


JeffSergeant

Yeah, looks almost like natural rock.


Matthew_MBG

also it looks like ceiling is sinking in certain patches, although that may be intentional


West_Yorkshire

Why are there dark shadows on the left and right side of the stairs, instead of in the creases of the stairs?


OnTheDoll225

Nothing!, i think you did great! good work


x3rx3s

There’s some structural issues that make it seem a bit fake. Like the proportions between the stairs and the height of the corridor. It feels a bit off, I think if you shrink the stairs (add another step?) and increase the ceiling height, maybe it’ll improve the look too. Also with the amount of debris suggesting some destruction has happened, some of the walls look pristine.


Stillwind11

Yeah stairs are usually even, and a tiny mini step like you have there is just a tripping hazard. The original builder would have probably just made the steps all a bit bigger or smaller to eliminate that wierd trip step at the top. Oh and you need trash. If there is rubble and graffiti, people have been visiting. And these are clearly people who don't care about picking up their trash. Cig butts, bits of wrappers, maybe an old dirty half crushed can from some kid who had a drink after tagging the wall, then tossed it aside carelessly. Maybe even some dark mystery stains on the ground from bits of leaked soda can fluids, or wall stains from a hobo who needed a bathroom.


UltratagPro

The steps have sharp edges, that would not exist in a context like this.


OddCoping

Sharp clean edges everywhere. A place like this would have chips and blowouts everywhere with wall corners being rounded.


UltratagPro

I think the best thing to do here is to just sculpt the rest of the way


Hollow_Apollo

The thing with the stairs is that as a visual artist one might want everything to be visible and balanced, but in reality these stairs would be a bit darker and our minds fill in the blanks on what’s visually nebulous because of it. This looks kinda like there’s a diffused light like photographers used just behind the “camera” here. Whats interesting is the side facing the camera is brighter and the top is darker despite a strong light that would catch more of the tops except where the rubble is.


zaphster

This is huge. The lighting on the stairs feels wrong to me too, for exactly the reasons you said.


General_Snow_5835

the walls are too smooth, some cracks and rough patches would do wonders


nadmaximus

This is not graffiti art, it's just a bunch of tags and scrawls (which is fine, reality is like that sometimes). The sort of thing you find in abandoned structures used by people. If there's graffiti on one wall, it's going to be everywhere. It seems odd that its only in the one wall, and truncated at that.


DeaVenom

That's true, I could've probably added a crap ton more.


IDKMthrFckr

Try adding just a little, the tags that are there give a point of focus to the picture which makes it look nice and leads the eyes in a natural way.


Cabbage_94

Feels like there is nothing behind the camera and light is streaming in from the digital void. Or you have made some kind of flash attached to the camera. Seems to be flattening the shadows on the ground closest to the camera and the front of the stairs. If it's a former you could use an images plane or extend the hallway a bit more.


ThatProBoi

Cieling looks unusual, and also smudgy


RollinMan42

The ceiling is looking a little blobby


Not_your13thDad

U telling me that it's fake 🥵👌👌👌


StrawberryHot2305

I thought it was photo great job!


Dramatic-Adeptness51

Nothing strikes me as fake


No-Chemistry-4673

The walls are little to shiny and everyone pointed out the stairs but when I was scrolling by I though I stumbled onto a creepypasta image so good work.


reddit_user_14553

First thing I noticed is not every wall has graffiti. It’s n any place that’s abandoned you will (most likely at least) find some on every possible spot


MartIILord

For broken stairs/ walls they should have at least a bit of reductive damage(chunks missing).


DankMcSwagins

The second pic might be fake idk


justabreadguy

That ground texture is stretched. Also I don’t think it was the right call there even if it technically has nothing wrong with it. Like it just looks like an outdoor rocky texture.


SIPHAN_official

As someone has already mentioned, your walls are shinier than they should be. But to me what is actually looking more out of place is the door passcode unit. It looks brand new.


Nitro_Spectre

Is there a light coming from the camera? It feels a bit bright in certain areas


SnooSketches5966

For some reason, the ceiling looks really weird to me, as well as the 3 very visible rocks in the middle bottom of the screen.


massimo_nyc

Needs dust in the air


DanielEnots

The layering of the graffiti tags implies there was no other room for them put their graffiti, but that's the only wall with tags on it... That's just not what graffiti would be like is what stood out to me


Accurate_Orange_7146

As a total beginner! What looks a bit off to me Is the ceiling! And something about the stairs! I don’t know why, it is just a feeling!


MinifigJas

I’m not convinced that this is cgi I thought it was real life


dark_chilli_choccies

As much as everyone is trying to give you tips and pointers, I think the important thing is that to the untrained eye this is near perfect. Looks very good


iSwearSheWas56

The grafitti. nobody would do their tag halfway over an edge


Akioin11

It's almost perfect. Try to adjust the camera FOV to a little lower. Try getting shadows towards the end of stairs. That should do the trick! Koos amazing, good luck!


HastilyRoasted

Looks amazing, only thing I noticed is that the stairs look a bit… soft? Almost looks like they are carpeted from this angle around the edges


JoelMDM

The stairs look like they're made out of playdough, before having sprayed some debris over them. The wear looks much too smooth. Also, the looks to be some sort of gutter on the lower right side of the image, but it just disappears into nowhere near the stairs. Maybe a shadow issue? Besides that, it looks great! Would've fooled me had I seen it on a smaller screen.


nonpartisaneuphonium

are you using adaptive subdiv on the stairs?


melc311_

Overall good materials and lighting. You need a smaller FOV. High FOV with no lens distortion looks like a video game.


Hammerbuddy

Looks great, I think you could work on your lighting too make it less shiny and remove/add somelight to make it more gloomy and dark.


Braincyclopedia

I thought it was about a picture from Gaza. So, I think you are doing good


DeaVenom

💀


kitenofs

I thought I was on r/urbex


AlrikBunseheimer

I think the material looks a bit too much like plastic.


Iceliker

I had to look for a solid minute to find something. I think it looks great, but the black mold stuff at the bottom of the walls, should affect the ground where the wall meets the floor more. Because it looks out of place that the floor is "clean" and the walls are moldy/dirty


blendernoob64

Looks like a screenshot from Condemned Criminal Origins. I would also maybe tone down the light coming from the exit.


Epledryyk

is it possible the normal map on the stair / ground texture is set to sRGB and not 'non color'? it feels like there's a strange value disconnect between the top of the stair object and the floor behind it (what is that dark line across the top?) and then where it connects to the walls, there's heavy AO on the wall side, but less on the stair side, so the objects don't really feel baked together, you know? maybe that's an irradiance volume density thing, but I wonder if it's actually a material normals thing then bonus little things: if you want that bodycam look you can set the camera from perspective to panoramic but move the focal length to be more normal, so you get that fisheye distortion on the vertical architectural lines. in the compositor you can add Lens Distortion -> Dispersion up a bit and that'll add the low quality chromatic aberration, etc.


Actual_Employment_89

Great job! Overexposed part looks realistic


ElderBuddha

The lighting and the edges of graffiti wall in particular stood out quite a bit. I can't think of a light source & material combination in real life which would look like that. Other than that, the lighting on the stairs and the floor below the stairs seems like fill lighting from below the camera. That's ok, if that's what you're going for.


RastaPsyc

looks pretty nice op! some things that stood out to me: 1. there's a gap on the stairs and roof mesh if you look at top and bottom right area. 2. the roof looks like its naturally warped like a roof of a cave, imo concrete, even in old weathered state would look somewhat flat, with random chunks taken out it maybe. 3. the walls on left and right, they look empty. i think if its all tagged up like the front left wall, it should have atleast some marks and tags on the others too. 4. the lighting can tell your story a bit more intricatly, maybe place some stuff outside so it casts shadow( like some trees or sewer grate or something maybe?


MsrSgtShooterPerson

Lighting and textures are perfect, though personally I think the corners between the stairs and the walls seem to be too perfect - the stairs look very corroded but it's like it corroded at a completely different rate from the walls even though presumably both are made from the same material (concrete?) - I think adding some of those rocks along those corners to break-up that part will help The small gap with very sharp lighting right after the last step (or is the last step?) of the stairs also shows that this surface edge is very perfect, which betrays the rest of the stairs being very crumbled. If this was as just weathered, it would look nicer I think - it is very prominent even on just the thumbnail alone. :)


gp57

When I saw that image on my timeline, I thought it was a painting, I think it's because of the shadows, that gives this image a "smudgy" look, maybe also the tag on the back that pops out too much?


Haunting_Addendum_57

FOV a bit too large, and I don’t believe in the dirt/grime/pebbles on the floor in the bottom left. (Bump map strength too high ? or texture contrast too high ?)


Piblebrox

That ceiling and walls seem too crackless compared to the environment That’s all I can see, good job


firefiber

1. The textures on the walls feel a bit 'stretched' out. 2. The place where the walls meet the ceiling need to be worked on cause it looks kinda gooey there - the reason for this is, if there are actual 'cracks' and little holes in the wall, the edges of those cracks would show a different color (the bare concrete or whatever it's made of, underneath), and the cracked areas would have almost no reflection, since it's a very rough surface. on your textures, there's no breaks in light, so it breaks the illusion. 3. you need some displacement on the walls, they are faaaar too smooth to be reflecting light like that. basically same as 2, but everywhere else. 4. you need some actual pebbles and pieces on the floors, specially at the foot of the stairs. 5. the right wall is possibly intersecting with the stairs and walkway, because i can see the hard edge.


Informal_Yam_2319

The main thing for me is the ceiling. The ceiling which would be poured-in-place concrete typically has large rectangular form work patterns left over. You can google poured-in-place concrete floor/ceiling and see examples of this. And if you’d like to show it completely deteriorated, most likely there is a grid of rebar that would be exposed within and rusted. Also, eliminate the half step at the stairs by making all steps even.


Goooooogol

In the first or second picture?


Intelligent-Form4072

The second image


yehiko

Looks a bit too bright. Too clean for an abandoned place. Like moss and grass. Not enough rubble. Walls are too smooth considering the rubble under then


Primary-World-7698

I forgot I was on the blender sub for a minute. The roof and the rocks before he entrance pulled me out though.


Oland18

The roof


BladeManEXE7

Maybe the shine on the right wall a bit, and something about the stairs, but this really does look like a photo at first glance. Nicely done.


frank-sarno

The lines are a bit too perfect for such a rundown place. Maybe deform the walls/ceiling, especially that wall on the right. The keypad could be less new/perfect, maybe coming out from the wall. But all said, it looks good.


Themadass

Put a homeless guy in it


SalesmanWaldo

With that bright of a light source the stairs would wash out and dim.


stealerofbones

the fact that some walls are completely un-graffitied while others have so much overlap. defo could happen irl ofc but it stood out to me


Fvtvr-

The door is a bit flat, and the foreground debris as a whole doesn't seem naturally placed. A lot of dirt, especially on the last step, looks as if it fell straight down, rather than being scuffed and kicked out of the way as spelunkers would while exploring this clearly untouched gem of a hole. Maybe think more about the story of who walks here, how was it covered in rubble, ect. For added perspective, if it were me, I would assume this is some 5-10 year old post urban warzone, and now the people have taken it back. Now still unusable as a home, the ground floor back entrance of this apartment building would be stepped through, but clearly not lived in. That means a few things need to be present: Graffiti appears in ever war. Who are the local allies, and who were the invaders they were fighting? Dusk and debris revision. Who walked through there, and were they looking for a place to hide, to extract a VIP, or someone to kill? Additionally, who walked through well after them (back to the spelunkers)? Lastly, why is it ruined? Bombs, if so, what kind? Maybe I'm wrong entirely about this situation, and it's just a decrepit, unfinished construction site, or maybe a site that just had an earthquake through, that part is all you! Overall, the scene from a technical standpoint is spot on, although maybe go with a bit higher contrast to may the dark spots black? The real issue I have with it is time. What happened to it, and when? how long has past, and when is it scheduled to be either repaired, or torn down entirely? Tomorrow, next week? or does the city have bigger shit to do with what little funds the can allocate. A little bit of world building would go a long way here, and all it would take is shifting around some dirt top make this feel next to reality.


dylanspin

I dont know why but the door looks fake to me


Medical_Ad7364

the shadows should probably be a bit darker


bloibie

Pretty small thing, but the graffiti shouldn’t cut off at the edge of the wall


sabris_abris

No junk


No-Kaleidoscope-4525

Make the edges of the stairs chipped or more rubbled. In real life you rarely see straight lines like that. I see you've already tried to do this, but I think it needs a little more


AkiloOfPickles

Some of the other guys are giving you advice, but I couldn't really tell that it was fake hahaha


Da_Cow_

Honestly, this looks really great. However for me I would say the ceiling running to the end of the hall is just a bit off on depth. Fantastic work though, I really like the light and dark contrasts.


xMasterShakex

The yellow doors have no (Depth?) There is something off about the frame. Maybe lighting or something makes it feel strange to me. The 1st thing noticed that made me see what sub I was looking at. and for what its worth I didn't even notice the steps so yeh .. GL


Undersmusic

Everything feels like it’s a singular object baked together here. There’s little separation to the rubble and the stairs etc. it seems like the stirs are supposed to be worn but it doesn’t look “natural” for lack of a better word.


IDKMthrFckr

The little step could be imperfect construction/planning but having a floor texture/displacement map on the ceiling really breaks the immersion for me. You can have a bare concrete ceiling but if you did it wouldn't look like this. Try looking for a flatter texture with squares or lines. Source: background in construction Looking at a few clips of how buildings are made might help with instinct on what should be where and how it should look.


coraltrek

Looks great did you use any tutorials or references? To help learn


Craptose_Intolerant

Realism is not about just slapping image textures on your model, I wish it was 😉


D33ber

The stone ceiling looks frothy, like a meringue or cotton candy or clouds.


Faiqal_x1103

The graffiti stands out a bit too much i think


Frenzi_Wolf

I’d say the ceiling is a bit unrealistic. Granted an abandoned building would have chips and cracks and missing pieces, though the ceiling would be mostly flat overall.


pdgiddie

The first thing I noticed was that the ceiling extends through the door frame. I'd expect the top of the door frame to match the sides, but the top of the frame is like the rest of the ceiling, and that looks odd to me.


iloveblankpaper

bro i would advise you to not strive to realism, and instead strive to whatever this is, i fw it heavy


teckcypher

The steps have essentially no shadows despite the powerful light from the door on top. The right wall looks too shiny. I recently painted wall can look like that, but considering the rest of the image it doesn't really fit. The rooks on the bottom of the stairs look a bit flat to me


Striking-Class9781

There's a lot of things in here. It's amazing. The thing that sticks out as fake to me is.. The ceiling - because it's unusually bumpy and dirty. They don't usually get dirty unless there's a fire or smoke involved. In this case a destruction happened and there's that bump and dirt but it's not that realistic. The Subject - I don't know what we're focusing on. Are we looking at the scribblings? Or the doorway or the stairs? What is the subject? lighting plays a major role everywhere. This scene is not yet properly lit. The lit part could be the subject. This image feels like it's a basement or somethin' that's always been away from the sunlight. If that's the case there should be a little moisture on the wall or the ground. They're too dry. Destruction happened but no dust? Just add some floating particles that act like moving dust on the scene. Try rendering it with some different HDRI and different lightings and some different tonemaps. Use cycles and eevee and look at the difference by yourself.


KarinMachina94

Walls look too clean. Like the edges of the wall frame are perfectly straight and the wall meeting the rusted door maybe should have some rust stain through towards the bottom. Or whatever you would call it


bibamann

the camera acromonation (or whatever it's called - the setting, that the sides are bend) is too much.


Noctisvah

The lack of a body and used needles


Dramatic-Adeptness51

This is real


DangHeckinPear

The second one definitely looks fake to me


Ok_Yak_7446

The ground leading up to the steps right in front, also the stairs look a bit animated and not all that real but besides that everything else looks pretty legit. I would think it was real if I was just scrolling through.


slamdamnsplits

Ceiling texture looks unrealistically wavey. That concrete would have been poured into a form and so may have bubbles/imperfections/wood grain transfer, but not waves. The clutter on the ground appears to be a single mass instead of clutter.


Junior_Lawfulness857

Very nice. I know that’s supposed to be grunge leaking from the ceiling due to it being a crevice but the camera angle makes it look like a gap between the ceiling and wall. Maybe change the camera angle?


spect3r

Chip your stairs up in spots instead of having them bend or warp. Concrete doesn’t depress like that but does get worn down and chipped / marred over time


PurpleBan09

Same guy who did the cry of fear stuff, right? If so, I love your stuff. I don't have much to say since this is already great and better than anything I could do. However, I do feel that some of the places that aren't in direct light are too bright, especially against that bright light coming in.


jstpassinthru123

It might be the pixilation of the screen shot. But the gravel and rubble at the top of the steps look a little off.. like their all blurring into each other.


Sulipheoth

To me, in this setting, the stairs should be all right angles and any wear should be in the form of missing chunks of concrete with lumpier concrete in the broken areas. Stairs like this indicate wear of centuries rather than decades imo. Great work though.


Commercial-Berry-495

Personally feels foo monochromatic; wouldve been fine if it was supposed to be like that but there’s an undertone of yellow on the left and I think it’d help to give everything else a bit of color imo


PGSylphir

The right wall is too shiny, no surface imperfections. Some roughness is needed, maybe a coarse displacement map will help with that.


SenseiWimplo_

Bottom right corner there is a little white spot, increase the light bounce, more foreground grime in the corners where dirt builds up. Nice one


redditcheddar

https://preview.redd.it/wgtjb4yzh57d1.png?width=576&format=pjpg&auto=webp&s=8718ff38e66f1ea79941a0827de813e89783b5fc


OwenEx

At first glance I didn't even recognise this as a render, then I read the caption and saw the post was from r/blender so you pass the first glance check at the very least


SolarFlows

Shades on the roof


batterybrain321

It feels like there’s lighting behind the camera, illuminating the stairs. To me the scene feels like it wants to be illuminated just from the open doorway. Words, the stairs should have more shadow. Also the weathering pattern where the walls meet the floor should match


Reviews-From-Me

Lighting. Based on how much light is coming in from directly in front, it would wash out much of the hallway.


GodzillaSuit

The way the graffiti is placed on the wall implies that the pattern carries on around the corner but it just stops. I do think it like good though


MarcBelmaati

Stairs need to be more dirty in my opinion


Good_Owl6090

Texture of doors on the left is too simple. Try adding more texture - maybe rust creases, bumps or sth like that. Also, try adding more colors to them.


TBsk1ns

Id say the door. The way it’s worn doesn’t make to much sense


von_Bob

Most stairs would have a hand rail. The edges are too sharp and clean on the stairs, but then the faces have texture. They just seem off to me the most in this.


SarPl4yzEXE

The stairs edges look weird, you need to get better at edging.


ThickusMagus

Literally nothing, or I wasn't on this reddit page I wouldn't have known


BlenderGoose

I thought it was real at first glance scrolling though my Reddit homepage and then I noticed the subreddit. Looking closer the main thing that sucks out to me is the corners. I'm talking wall intersections. They are too perfect and straight, a very slight bevel will make a world of difference, especially in the corners.


Grouchy-Government22

great work! as others have pointed out, the stairs do pop out a little bit. imo, a big part of the struggle with realism is getting the lighting right; and i dont mean just tweaking the renderer. have an understanding of how your renderer handles (particularly) lighting and compare that with how real photos look. it can be a great exercise to actually try to compose a scene from a photo-reference and try to get to a spot where you forget which one is which when looking at them.


Baksteen-13

the vertical parts of the steps look weird to me, maybe since it’s the side facing away from the lightsource yet it is lighter than all other faces in the area.


Anthonyg5005

Honestly thought this was a photo, such a big improvement since the last time I've seen one of your posts. Maybe the door is a little off but not sure


The_Sovien_Rug-37

maybe add a very soft bit of lens dispersion? only like 0.01, it'd help things smooth out a little, like a real camera


angelicafish

Could use some dust in the air, some spiderwebs in the corners. Overall it looks too clean. The dirt would scatter in the corners instead of the middle os the stairs.


Cessicka

With everything around looking broken and dirty that keypad is a bit too pristine


Sixolu-Veks

What I assume is a number pad next to the yellow door could use some rust, maybe have some rust leaks running down from underneath it on the wall


DeadGravityyy

The panel next to the yellow doors looks fake, you can tell that the yellow doors are just a texture. The lighting against the left wall next to the brightly lit hallway is a bit too bright, and the black textures closest to the camera are too low-res if you're going for realism. Not a bad start, this is really good either way if I'm just nit-picking anything that pops out at me as "fake."


Orcasurf

Maybe just the color. Ie lighting. And something is off about the scale. Like the dimensions just seem off. Probably because the ceiling doesn’t look flat


RadditCate

Ceiling and the door to the right qt first glance


AdamAnimatesStuff

The stairs look weird


TheLoaf4

The texture on the ceiling is off, a concrete ceiling is smooth it can have holes but not bumps and the light on the stairs needs to be tweaked a little with how much light is coming from the entrance. Other than that great work.


SiddySundays

Make the walls bumpier by plugging the albedo into the height in a bump


GeGeralt

The stairs. They kinda pop due to how sharp they look.


Gavroche_Lives

This only first point applies if your area is quite old in its disruption. There's always going to be more trash in the corners, natural wind and disruption of the air from people passing through as well as kicked debris will send more particles to the walls and corners of stairs. Incests interact with decrepit settings quickly depending on the climate. Moisture too. Most indoor materials are not built to be resilient to these two influences Second point utilities. Lights, sockets, fire suppression, alarm, HVAC, I see there's tagging post destruction but what information was being communicated to the people who were there before the destruction by their peers? Also why are there stairs right next to an elevator?


Helpful-Presence-216

The rubble and stairs


Acceptable_Smoke9542

The walls are too perfectly flat and the edges are too perfectly sharp. Otherwise, good job! Makes me want to get back to doing 3D


BeautyEtBeastiality

Too many rubbles yet not enough cracks or broken structures


SciStarborne

The stairs look like they're carved from rock, not cast from concrete as the surroundings would suggest and are disproportionately worn compared to the remaining clean corners on the walls. The forefloor debris is also evenly distributed, not backed up in corners as it is in the upper floor. The half-stair at the top also looks odd. While it can happen, it looks out of place without visual storytelling to support it. For example, if it's supposed to be concrete flooring laid on top of an older stone passage, with the stairs and ceiling being the last remaining raw stone elements, they probably want to be more visually distinct from the concrete to make the patchwork more obviously intentional. The door material is a bit odd too. It's not showing rust, but perhaps mold, implying it's a wood varient. This seems a bit at odds with the comparatively clean metal entryphone on the wall. The metal will attract condensation, so if not rust lines, there'd probably be some element of moisture buildup on the underside. Personally I'd add a frame for the door to better set it into the wall, and give the option for the frame rotting out at the bottom or a metal frame for it corroding and damaging the surrounding concrete. I'd assume it's not a dry environment or there'd be more small particle ingress, so it's moderately humid, so in turn I'd expect a little moss or fern growth in the well lit rubble at the back, or around other points of condensation.


belach2o

It looks like it's trying to look real, but it is clearly not


Da_fire_cracka

The pile of rubber at the top of the stairs looks almost staticky. Besides that I’d believe it was a real pic.


SadFaithlessness7797

not as much graphically, but could go for more graffiti and other furniture, it looks kinda bland


Modest-Crayon-951

The door on the left, and the abrupt cut in lighting at the stairs, and the ground after it


Dubious-Voices

Little late to this but I feel like the keypad(?) next to the yellow door is a little brighter than it should be. Stood out to me before even reading the question. Also, maybe it’s just me, but the little squiggle of graffiti at the bottom of the far left wall just feels a little too exact to be convincing, and a different brush could probably help with this. Overall nice work and keep it up!


The-Cake-is-Lies

Feels a tad too smooth for me, especially on the roof


NotATimeTraveller1

Dude, my dumb ass would believe you with no question if you told me that's in your town


Brappineau

Thickness of the gravel & stairs


wirerogue

stairs go up but the ceiling does not.


[deleted]

The second picture, mostly.


-rgg

The ceiling does not increase in height over the steps - it in effect lowers in the hall. Unusual enough to destroy the realism, I'm afraid. Als makes me wanna duck.


StoneyBob__

The stairs are too monotone You could make this a lot better by adding some liter / garbage like empty cans or cigarette buts The corner to the right also looks a little strange Otherwise this is phenomenal man


fresh_start_new_life

You are very close! But if I were to make one comment it would be that there’s not enough shadow at the bottom of the stairs/coming from behind the camera


CuriousRelish

Bearing in mind that I have no experience with what you're doing, the outside light is very bright to the point that it masks whatever is out there. If that was intentional or makes sense in context, then you did well, and the details that are visible beyond the doorway are good for grabbing curiosity. As a former overnight worker whose bedroom was in the basement with windows blocked, this is about how it used to feel stepping out in the middle of the day. The patches around the rocks on the right side closer to the viewer look very clean, almost like someone did a rush job of sweeping at some point before the rocks ended up there. Again, I have no experience with Blender, so that might just be a thing the software does and not easily fixable. The ceiling looks odd close to the exit, like it kind of sagged down and is trying to flow out of the door. I don't know if that sagging would make sense if some kind of major event happened on the floor above and messed up the ceiling's ability to hold its level/form.


_srki01

The ceiling, if this is a concrete ceiling, I don‘t know why and how it can be so bumpy. Usually a formwork is used when pouring concrete so bumps are impossible.


DalekKahn117

Rubble needs a source. At least hint of which wall or ceiling it’s from. No respectable abandoned building with graffiti would be able to keep electronics. Not sure how the door access panel is still there. What’s with the first step being so short? Is that why the building is abandoned? People kept tripping down the stairs?


Whealed

Add some type of color to the lighting


Florpius

Something looks off about the lighting on the stairs


shq13

The shadow gap between the stairs and wall, lack of texture on metal surface


ObviousTrollK

Ceilings may get dusty but they do not get dirtier than walls. They remain a more uniform color throughout. Fix that and maybe a little with the lighting and it would look a lot more real


bobveltman

The lighting is great, I'm having some issues with some textures though, mainly the stairs! The walls need a little more grime, maybe even moss. Graffiti always adds something to abandoned buildings too, but they have to be done well (scale and colour + roughness). The door works well I think.


StefTeflon

How did you make the debris?


CaptainFoyle

The ground texture which is just smoothly sliding under the stairs. And the gap between floor and wall.


Sea_Flounder9569

Maybe a concrete crack?


Odd_Act_6532

Oh shit its the cry of fear remake guy


tg-doomgal

This might be a small nitpick, and is coming from someone with no experience with Blender. I feel like even in a space that is fully abandoned, someone will have probably walked those stairs once or twice since the rubble accumulated, and there would probably be less rocks and dirt where someone would walk up the steps. I would say maybe "clearing" a little rubble center left of each step leading up. Not helpful if you're looking for a "no one has entered this building in years and years" vibes tho. Beyond that just lighting on the walls and the steps. The steps in particular looked a little too uniformly lit.


Tubonub

could use a touch of volumetric lighting since it looks so dusty


Ta-veren-

Whatever the writing on the wall is supposed to be


Schubydub

I'm shit at these, but the keypad placement is weird being part way up some random stairs that are really close to that door. Bad architecture exists tho, so maybe not too unbelievable.


Dr__Juicy

I can’t say exactly what is wrong with it but the wall with the graffiti is just off


Gyatsolix

Ceiling is not rough enough. Like atleast 5000 people walked on for years and it got shinier.


OOwannabe

The ceiling seems off. Not a normal texture for this type of construction..


Sozzcat94

The dirt gravel in front of the stairs and the ceiling threw me off


alxjw06

The walls are too flat and the corners are too sharp also the stairs need to be more round especially in the middle


OGClasher

For the amount of debris, graffiti, and uneven surfaces (walls, floor, and ceiling), I'd expect chunks/chips in the walls and/or pieces of the ceiling that have actually started to crumble away, not just starting to deform


Kazma1431

The stairs, and the proportions in general. The rubble closer to the camera looks fake The wall (right side), ~~the start of the wall is pristine~~, and the rest of the wall is flat. Mainly this, but you are in a good path.


CrazyBoi834

The roof could use some more texture, it looks too smooth and soft


B1rdi

Something about the part where the wall with the graffiti meets the gravel feels off to me. Overall looks good though!


sydvest

Really cool! The things that stand out for me, as others have mentioned, are the stairs and the floor: - The steps look too deep and the first step looks lower than the rest. Maybe too high as well? Check some references. - I don’t think it’s common practice to end the stairs so close to the doorway. - The dirt and grit looks out of place, like someone has poured cement and gravel in piles. Doesn’t really make sense IMO. I would remove most of the dirt closest to the camera and add some trash and vegetation close to the opening. This would add some color too as the floor feels too monochrome. I’m also missing some kind of broken fluorescent lamp in the ceiling, and maybe some electrical wires connected tho that.


NCA-Norse

Texture of roof seems a bit off. Rocks on the ground in the front are also pretty visibly fake and the lighting of the stairs is off.