I started this project, to do it all in Eevee. I like Eevee for it’s speed, but it handles some special things different. I wanted to use camera focus blur, to emphasize the scale of things. But the blur in Eevee is rougher (simpler) as with Cycles. So I ended with a Cycles render, just because of the use of camera focus.
Eevee render is 3 min. And Cycles does it in 23 min.
Still need to focus more on less usage of vertices (simplification). And I have still many ideas. But I closed this project. Because I had the idea that adding more, will add less to the scene.
Amazingly short render times. Would seem the vertices are no issue as all.
Your wire frame shows the path and some details better.
Only things I might suggest. The dormer window shows up it is just the window shape pushed back not a ‘room’ inside, and perhaps the windmill flower could have some variation in the petals for a slight nod to a real flower.
One thing that irritates my eyes is the fuzzy roof spots, it’s weird as it’s not depth of field. I can see it is the spots fading from one colour to the primary red, but the smaller spots are sharp, or sharper. If you look up images of that Fly Agaric fungi it is based on, the spots are raised and textured. (This autumn I have been fungi hunting locally with my camera.) That might give you other options, ideas, on how to do the roof spots?
Thank you, it’s always nice to see people having a different view on things. And they mostly see it right!
The white spots, were my first attempt to make a quick texture paint for reference. And if the brush is not perpendicular to the surface. Then you get this fuzzy look. But I didn’t mind, I saw it as a happy accident. But more people don’t like this either. But I think is also due to the fact that most people render flat surfaces, glossy and shiny. Building a mathematically correct thing.
While Blender allows you to be different (imaginary).
And it’s funny you’ve noticed the dormer, having the window shape pushed back. You’re right also. For me it’s proof to be a bit more precise. Small details, which counts for sure. Because you had an eye for it.
Flower pedals also true. It’s still based on the workflow of one pedal. Array modifier and some other tricks. I didn’t flatten it. It looks plastic (static) now.
In the “Blender Artist” forum, I had the same discussion on the spots. And I didn’t use any references, but only what’s in my mind. And that was based on the comic series “The Smurfs”.
This was my inspiration. Although I didn’t see these comics for many, many years.
Personally, for me Blender design is always a struggle. Creating realistic things is very difficult. Your brain can easily say it’s fake. For a Gnome home project, it’s difficult to find a balance between real and comic feel.
Personally my biggest error, were the roof bars. Which are square (created with machines), while a Gnome would use round twigs as in the windmill.