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
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.
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.
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.
Also, make sure you watermark all your images. It is important, but just get used to it as a "best practice"
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.
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.
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!
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.
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
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.
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.
Replies
Cooling the light closer to the camera might work too
This looks v good overall
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!
cheers!
Also, make sure you watermark all your images. It is important, but just get used to it as a "best practice"
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.
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.
New version with lighting changes. Would you say this is an improvement?
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!
Just wondering if you have another angle of the place.
So how did it turn out?
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.