djoexe wrote: »
Tilling is very obvious in many areas and your textures seems squashed aswell on the moss on your walls.
I would redo a lighting pass because atm, your shadows are too dark.
Much of your textures need work, especally your muddy ground one.
Thats a great start though.
ESFGames wrote: »
Hey. thanks for your advice! i'm now fixing all the stuff but i don't realy know what you mean with muddy ground texture?
Cay wrote: »
maybe it's supposed to be a grass texture (the one terrain texture you use) and maybe he meant that one.. it looks a little like mud though.. and it looks very wet in the one picture
oh wait.. that's not grass or mud... that's water, right? I see.. the street is flooded
sry if it's harsh critique, I might not be much better in the current state of my education.. lots of practice ahead.. but I'll tell you what I feel
overall.. I'm having a hard time seeing the street.. the title says post apocalyptic street.. sry I can't find it :P
the scene doesn't look very meaningful, it doesn't look real.. did you use photo reference? maybe you should take a pic of a real street or situation and then let the grass grow on top of it..
also... moss and ivy and grass.. it doesn't grow completely random.. right now it seems like you threw an ivy photo texture on top of all the others and that's it..
also.. your tiling is very very obvious
your buildings are very very blocky.. try to break up the shapes somehow
your windows seem to have weird scale.. some are too big.. some very flat.. try to make them somewhat more similar and realistic
I like how you started and you probably got inspired by The Last of Us or similar games/films.. but try to keep it believable if you are aiming for realism.
St.Sabath wrote: »
Ok i normally hardly respond to wip threads like this,but i like this concept so much,that im gonna give you some advice..
And that advice is..: STOP!! right there
Lol,what i mean is :
Right now you are deriving from the concept,a deviation that is so large that there is no recollection of the concept image at all anymore.I dont know if you strive for a job in the industry,or just doing 3d Art for fun ,but following concepts and making the scenes as intended in the look and feel of a concept is something i really get a kick out of at work.
Either way,not all is lost,i suggest you take a good look at the conceptimage,setup a new scene(or shove this street to the side,so you can grab your assets that you already made)and start building a rough shape blockout based on the camerapoint /perspective in the concept,with the assets you already made.Once you have this,you can start working on the left side of the street for instance grab the house and focus on it,to match the conceptimage as close as possible.(Hell you can even spend multiple days on it,even weeks if you want)Then move on to the next asset lets say the picket wooden fence,and create a kickass looking fence,and match that as close as possible,and so on and so on.Dont try to do it all at once,if you have a descent perspective/blockout sorted,you have to focus on smaller sections/individual assets,otherwise you get lost and lose focus,the result would be a scene that isnt appealing to the eye,and looks like it was cobbled together.
Just my 2 cents,do what you want with it
ESFGames wrote: »
Hey. thanks for your advice! yea its water but i already fixed it that you can actualy see that its water. i am breaking the tiling with decals right now and i will pay more atention on the placement of the objects.
i used this reference but i kinda fade away from it.
and for the buildings. i will try to make them less blocky and redo them ( i'm not really good with buildings but i'm learning
also i'm a self thought artist so i might not use the right techniques and i learned everything from the internet but ill try my best!
i will post a picture soon with proper water. imporved textures and less tilling
Cay wrote: »
what this concept has is a very nice composition, your eyes are always drown towards the center.. (art theory, take a look at it).. if you change it a lot, it will not look as appealing anymore.. environments are all about focal points and stuff
that's why sticking to the concept, as long as you are inexperienced (just like me) will help