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File: Untitled.png (2.08 MB, 1920x1080)
2.08 MB PNG
This is a Coffee_machine model I've been working on. I've tried shading it, but I just can't seem to get it right, it always ends up looking like a toy or flat. Any advice or feedback on blender procedure, material nodes, or examples to make it look more realistic in Eveee render, it would be greatly appreciated.
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>>1031651
Why the underscore?
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Any reason you want eevee specifically and not cycles? Some AO would be nice.
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>>1031668
No OP, but apart from being like a thousand times faster to render you mean?
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>>1031671
I mean neither of them are realtime in a useful sense. designing an asset for a workspace viewport doesn't really make sense.
Also it sounds like you haven't enabled GPU and OptiX on cycles.
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>>1031668
I'm using Old PC which doesn't have any dedicated GPU that why Eevee is best bet for me.
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File: Untitled1.png (2.69 MB, 1920x1080)
2.69 MB PNG
>>1031651
Update???
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File: AO-eevee.jpg (82 KB, 1920x752)
82 KB JPG
>>1031651
So, the obvious thing is no subsurface to round over the edges. Looks like there might be a slight bevel but it's not enough where it is right now. Right now it's like, 90's background prop tier. The basic shape is fine, but there aren't enough interesting (or functional) details. Take a look at how coffee machines look in real life and look deeper than just the silhouette.
It doesn't need to be COMPLETELY faithful, but more than you've got now

As far as the render itself is concerned. In Eevee you should turn on raytracing to turn on ambient occlusion, models always look flat without it.
>render properties -> raytracing
Picrel shows left with default and right with eevee's raytracing enabled.
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>>1031651
sus
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>>1031668
eevee has ao now.
>>1031672
in what way is eevee not realtime? for something like op, it should render at 60 fps easily on modest hardware.
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>>1031651



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