Hello fellow counter of polys!
As part of my minor I'm putting together a game environment, alongside of some workflow experiments.
This screenshot of Dragon Quest XI pretty much inspired the whole thing. I love how you can tell the kind of game it is just by one screenshot, my personal goal was to achieve the same effect.
I feel like I'm almost satisfied with the looks. After which I'm going to add some non-natural structures.
I welcome any feedback or suggestions as this is project is much of a learning experience.
To avoid cluttering this post with the dozens of development pictures I have, I invite you to visit my Trello board for detailed workflow snippets:
https://trello.com/b/rTA3hBaP/production
Replies
I like this amount of bloom, but it is blinding when looking at a water reflection, not sure what I can do about that.
- Assume the game will always be under heavy bloom and down tone the water material to work under those constraints.
- Apply some self illumination to the objects to localize the glow. Then tone down the bloom.
Cheers!I'll stress this again, your grass is not working at all. It's missing base shadows, highlight on the tips and color variation. You need a gradient on it, not just 1 solid color. Work on your foliage and the scene will come to life. Keep it up!
And give a bluer sky a chance, it might help. And I love the look with the bloom, it looks so soft and like inside a dream.
Little advice: Sun is not white,shadows is not black in this daytime, maybe it still WIP
This assignment is due on Friday so I spent the last few days on the lighting and post processing. Honestly, it was pretty nerve wrecking. Between the slow light baking iterations and the infinite directions I could go with color grading I ended up tying a knot in it.
In the next few days I'm going to be working on my matinee flythrough, as a presentation of the scene. Here's a piece of it (with a few annoying blades of grass haha)
https://www.youtube.com/watch?v=OIx4sv-FlSA&feature=youtu.be