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Critique my portfolio project.

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WIP UDK Scene for my portfolio demo Reel. Preview lighting ATM

This project is due tomorrow at 5pm! Any last suggestions or critiques?
Much appreciated!

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  • shotgun
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    shotgun polycounter lvl 20
    Try dimming the light at the far end of the "corridor" and/or making it a cool light
    Cooling the light closer to the camera might work too
    This looks v good overall
  • danpaz3d
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    danpaz3d polycounter lvl 7
    Agree, this looks great!

    As mentioned, tweak the lighting setup. If that's in some sort of church/castle and that lamp is a candle then it would be much darker. Id say darken everything and draw attention to the lamp.

    Dim the blue light on the right (a lot) and the orange light in the distance near the door.

    Go for dark and gloomy!
  • Razorb
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    Razorb polycounter lvl 15
    Looking nice! really reminds me of a level from Jericho! :D very cool
  • David-J
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    David-J polycounter lvl 11
    Looks good. Right now the lighting seems all over the place. I would use it to give more focus to some areas. Create pools of light and create more contrast in your image. You pretty much have now shadows.

    cheers!
  • RogelioD
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    RogelioD polycounter lvl 12
    The models look really nice, as well as the texturing. However, I would do a levels adjustment to bring out some of the darks a bit as well as change up the lighting so it isn't as evenly lit. This piece could benefit from some dramatic lighting with some better contrast-y areas where it is darker. You might also benfit from a little Depth of Field. Here is a "paintover" to kind of portray what I am saying.

    ntZUg.png

    Also, make sure you watermark all your images. It is important, but just get used to it as a "best practice"
  • Doonhinkun
    It remind me the castle from Resident Evil 4, great Job
  • Goat Justice
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    Goat Justice polycounter lvl 10
    Overall, I like it. The textures and geometry look well executed, and you've done a good job of creating a believable scene from a small manageable asset set. A few things do occur to me as potential improvements.

    The arches on the right side could probably be a bit better defined by a strip of trim texture that follows the geometry of the arch on the outside wall. right now they seem to cut through the bricks of that wall, then have a trim texture mapped to the inside of them. I linked an image below to show what I mean. Note the way the stone work follows the arch both on the facing wall and inside the arch. The image doesn't show it, but a subtle shift in color can also help here.
    67E4C59A60D64E39B99BFDBD6E994F85.jpg

    A bit more drama in the lighting can help both to add contrast to the scene and introduce some color. Right now the overall scene is very grey. warm toned lights to create pools and a dim cool ambient can help introduce a color dynamic. You can probably get away with a more saturated warm light than you're using now.

    The far wall above the stairs is really empty. Its far enough away that the stonework lines don't read, and there's nothing on it. It may be too late in the game to add a new prop now, but it might be worth doing later on after its turned in. you could also try subtly lightening and darkening the individual stones in your wall texture to get it to read better at distance.

    Nice work.
  • SunTank
    GothicChapel_Version2.png

    New version with lighting changes. Would you say this is an improvement?
  • Brygelsmack
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    Brygelsmack polycounter lvl 13
    Yes, but I still think it looks way bright for an environment like that. Remove the light towards the back of the room, by the door. If you don't have a light there, try to make it darker by dimming the other lights.

    Overall it's hard critiquing your scene when we don't know what mood/style you're going for. If you want it eerie and scary, you definitely need to darken it a little more imo! Try to bring out the shadows, they really do the trick when you want a dark, eerie mood.

    Edit: Forgot to mention, modeling looks very solid! Keep it up!
  • SunTank
    not sure why my shadows aren't showing up. is it because I'm rendering in preview?
  • Compo
    Definitely looks like an improvement to me also. No idea if its just me but the light in the lower hall, I cant get it out of my head that it's not a fluorescent light bulb cause of the blueish tint. Keep it going. :poly142:
    Just wondering if you have another angle of the place.
  • danpaz3d
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    danpaz3d polycounter lvl 7
    Looks a bit better. Tone down the enviro lighting and number of bounces. This is more what I was thinking of.

    tumblr_m98r0uLYtQ1rwocuuo1_1280.png
  • SunTank
    After deleting every light I found the problems! I didn't know emissive surfaces actually created light! *Facepalm* I must have rendered a dozen times trying to figure that out lol
  • Brygelsmack
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    Brygelsmack polycounter lvl 13
    What danpaz3d posted is pretty much what I had in mind also!

    So how did it turn out?
  • shotgun
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    shotgun polycounter lvl 20
    Ye the brightness of the 'lamp' is good in the paintover above, as it's the pivot and focal point of the scene. However, u gotta have the supporting lights (cool, softer) to backup the composition. Try placing a soft one upstrairs, also to the right of the camera. The far-end one could go entirely, it's not really adding anything.
  • SunTank
    Morgan_Austin_GothicChapel_ProductionQ2.png

    This was my final turn in for the project.

    Thanks for the critiques! They were a tremendous help and I've learned a lot about lighting!
    My teacher who is grading this helped me achieve the dark look.

    I showed him the paint overs you did danpaz3d, and we tried to achieve that look with some blue ambience thrown in.

    There is certainly more I can do to really polish this up, and I will continue to work on it before Demo Reel creation month (I was thinking water flowing in from the ceiling among other details)

    Thanks again everyone I'll be sure to post more work here since these critiques have been invaluable.
  • danpaz3d
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    danpaz3d polycounter lvl 7
    Congrats! It looks much better than the first!
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