reading the concepters about page, I'm thinking 1. english is not first language, and 2. this isn't somebody that you would poke fun at in a normal professional setting for obvious reasons.
Personally, I think there is some charm to their art. It's not good in the normal sense of the word, but when I look at it it makes me feel happy and peaceful, because I am looking at colorful art made by somebody who is clearly really enjoying themselves when they make it. There's just a lot of innocent imagination and passion, and that's really refreshing. In a way, the sheer volume and consistency is more impressive to me than some hyper-photorealistic characters you see from top artist.
Hello! the gladiator dude is finally done. Here are some renders! Enjoyed a lot working on him. I imagine him being some kind of slave. Quiet, towering, and very dangerous. In his collar it says 'Damnatvs anima' which means 'Cursed soul' in latin (Or so was the intention 😂)
I picked this one because it's a full exterior rather than an interior to contrast with the previous entry. It has two major materials, wood and metal. But the metal has different texture variations to explore. Who doesn't like a good rusty metal or worn painted metal? The wood is worn too so that's a good opportunity for some weathering practice. The building has fairly simple angular shapes so it's not too rough on modeling except for the details within those larger shapes. There are a few props/small details but it's not overwhelming.
On the same scrapyard/reclaimed motif there are also these:
These are a little more visually interesting but are also more modeling and detail intensive. They're very big too. If you did a modular approach you could just make a kit and then reproduce several of these concepts. It would be a good exercise in thinking outside of the concept to be efficient and practical from a level design perspective while preserving the aesthetic and details of the concept. Though that may be a little too abstract for a 2-month challenge.
And I'm calling this one done and dusted! Since the previous post, I've added various sign post assets throughout the environment, added dirt/moss/leaf decals and fog throughout the streets, added some fencing around the loading area, worked on the lighting for the interior of the fishmongers, updated textures/materials for the brick walls, bunting and benches and played around with post-processing a ton.
I've created some video flythroughs, prop shots and material breakdowns for an ArtStation post. Looking forward to the next project!
Looks pretty good, but you could push this over the top by re-aranging your assets on the cherry blossom tree. Yours looks a bit unnatural and artificial as the blossoms all point up. I'd study up a bit more on the structure of these trees and I'd also see if you can soften it somehow, the harsh shadows are not doing the piece any favors. It should fee light, and like a cloud...yet currently it's a little rough looking due to all the AO and shadows.
You could look at the cherry blossom trees in Overwatch (sorry the map escapes me atm, but could be a good resource). Understood it's stylized, but I do remember those trees looking great. Also I'd expect to see a few petals littering the ground a bit more naturally...because the contrast isn't enough you're loosing a lot of the impact/contrast.
This environment is screaming for a bicycle, car, or rickshaw....
The patterns on the awnings are also a bit tight, will always be noisy when viewed at a distance....Almost done...Keep going.