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Sci-Fi Interior Environment

Hi guys! Finally I'm permitted to post a new thread. I'm a new member but a lurker for a long while. This is my personal project that I did after I was laid-off from the company I worked for :( Anyways this was based on the concept art of Bowen Ellames.

I tweaked and added some of the elements based on my own personal poly budget and also to not kill my PC. This is lighted rendered in marmoset toolbag.

The scene is pretty much done, but still I need some feedback on it so that I can use it for the next project I'm working on. Thank you guys here at Polycount for giving me some great source of inspiration and knowledge. :)

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Concept Art of Bowen Ellames:

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Replies

  • VeeJayZee
    Update. As for a critique from my friend, I decided to deviate on the concept art and added some new elements to fill up the space and break the squareness of the room.

    I also made the room a full room since what I did before is just model what is on the view of the camera as reference on the concept art. So that means I have to fill up the whole space. I carefully study the concept artist design sense and come up with additional props that I think will gel well on the whole room :)

    This "Version 2.0" is done. Of course brutal feedback is always welcome and very much needed. Now, on to my next environment project.

    EDIT: The links aren't working now since the images has been replaced by a newer images that were based on the feedback I had :)
  • gsokol
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    gsokol polycounter lvl 14
    I think your lighting is hurting things right now. It looks like you don't have any shadows...or if you do they are too soft to notice.

    Overall the lighting looks very white and blown out. Every shot has several areas of pure white. Try tonight them down a bit, and try to get more colored lights from your screens and such mixed in.
  • VeeJayZee
    Thanks. I'll try to tweak the lighting down. Come to think of it, I'll try a different lighting setup altogether since I deviated on the concept anyway :)
  • VeeJayZee
    Recalibrated the lights and added some. Pushing the shadows a bit more while maintaining the ambient feel of the whole lighting scheme :)

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  • klamp
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    klamp polycounter lvl 14
    Hey, this is lookin' pretty cool so far.

    I think what gsokol was referring to was the cast shadows. I can only spot a couple here and there, and they seem pretty weak. It looks like there's a lot of ambient light bouncing around the scene, but I'd still fake in some darker cast shadows if you can. It'll definitely help things seem more grounded in the environment.

    Only other comment is those computer screens seem a little overboard on the emissive. In the concept they're a bit more subtle, which I think helps to make them more of an accent to the environment and also makes the info on the screens a bit more legible. Just a thought.

    Anyway, cool stuff!
  • VeeJayZee
    Thanks klamp. Yeah I need to tone down the emissive too. I got pretty excited about it since its basically my first time playing with it.
  • Shrike
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    Shrike interpolator
    Looks good. Funny, but I think the Spec / Gloss Image looks the best on its own ; )
  • RailbladerX
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    RailbladerX polycounter lvl 8
    Looking good man. Gj
  • Clark Coots
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    Clark Coots polycounter lvl 13
    looking nice. those crates with the orange stripe don't look like they can open.
  • silkroadgame
    The lamps are looking blur,it's the point that I think you should modify,others are pretty good so far!
  • VeeJayZee
    @silkroadgame: Oh yeah, that's the Specular Bloom playing on the angles :)
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