hmm i think that tree is a bit too oversaturated.. that blue is really hurting
somehow tha contrast between the blue and the yellows of the trunk is so high, they dont feel connected... maybe add some gradient where the leaves get closer to the tree?
you paint your maps in photoshop
and may pick some color from the reference to see, that they are far less saturated than yours
soften teh gradients on the leafs and vary the colors more
yeah or choose a blue that has more green and white in it.., Right now you have to much red which make it a little bit purple and you must have a lot of black in it too.
Your goblin captures the menacing (and ugly!) portrayal of the creatures - it looks great!
The concept art for the tree is beautiful, though I think (as others have suggested) that de-saturating the blue on your model will look less harsh. You could simply colour-pick from your concept artwork.
Also the contrast between the light and dark blues on your object's leaves is very high, in the concept art the two colours fade into one-another more smoothly.
Is your tree object being rendered in the 3D Studio/Maya viewport? If so try using a game engine like Unreal or a realtime Renderer like Marmoset to render stuff, it will look prettier and give you a better insight regarding how efficient your model is. :P
I tried to desaturate a bit the leaves and the trunk.
Did a little test in marmoset. What do you guys think?
It's already looking prettier just by rendering it in Marmoset.
I'd perhaps still look at fading the lighter blue more gently into the darker blue on the leaves, aforementioned in your concept art the transition has less contrast.
In the tree I would actually add some saturation back in to make things pop. But subtle. Like, make a gradient of saturation running towards the center of the leaves or something. Id blend some of that back into it.
Also, the lines on the bark are too dark. Check the reference and how much less contrast there is with the darks.
Another suggestion, I would work on the shapes more in the trunk and leaves. Adding in light to pull shapes out and specular highlights to really sell the shapes. If you check your reference there is a lot of that going on, which in my opinion makes the reference really shine.
Lastly, if you add in some nice rim lighting to your model, I think it would look really cool. Nice work here!
Replies
somehow tha contrast between the blue and the yellows of the trunk is so high, they dont feel connected... maybe add some gradient where the leaves get closer to the tree?
@MattyWS here is the reference
and may pick some color from the reference to see, that they are far less saturated than yours
soften teh gradients on the leafs and vary the colors more
The concept art for the tree is beautiful, though I think (as others have suggested) that de-saturating the blue on your model will look less harsh. You could simply colour-pick from your concept artwork.
Also the contrast between the light and dark blues on your object's leaves is very high, in the concept art the two colours fade into one-another more smoothly.
Is your tree object being rendered in the 3D Studio/Maya viewport? If so try using a game engine like Unreal or a realtime Renderer like Marmoset to render stuff, it will look prettier and give you a better insight regarding how efficient your model is. :P
Good work man, looking forward to seeing more!
Did a little test in marmoset. What do you guys think?
It's already looking prettier just by rendering it in Marmoset.
I'd perhaps still look at fading the lighter blue more gently into the darker blue on the leaves, aforementioned in your concept art the transition has less contrast.
I'm studying cartoon style.
Criticism and coments please!
In the tree I would actually add some saturation back in to make things pop. But subtle. Like, make a gradient of saturation running towards the center of the leaves or something. Id blend some of that back into it.
Also, the lines on the bark are too dark. Check the reference and how much less contrast there is with the darks.
Another suggestion, I would work on the shapes more in the trunk and leaves. Adding in light to pull shapes out and specular highlights to really sell the shapes. If you check your reference there is a lot of that going on, which in my opinion makes the reference really shine.
Lastly, if you add in some nice rim lighting to your model, I think it would look really cool. Nice work here!
Sacred Wars is a tower defense game for mobile devises
Enemy Wizard Red Panda
Concept by Anderson
[SKETCHFAB]0399c27577d840dc97fe08ba8e6a9987[/SKETCHFAB]
Model + animation
Marmoset Viewer
Concept by Xuexiang Zhang
Clunk fan art
for more and marmoset viewer click here
Frog from crono trigger
Critics are welcome!
Breakdown