hey guy's for my first post here I thought I do something with an Egyptian theme since I like the ancient Egyptian culture and I think it would be something neat to have on this forum:)
created in blender rendered in cycles
ps this is not my first project I have been doing a bunch of stuff behind the scenes for practice etc ^^
any comments would be appreciated
Replies
I would, as a first small baby step, fix that first.
You're going to have to spend significantly more time on this to make this look good, and game environment ready if that is your goal.
Additional critiques:
- All the objects in this scene seem to have just a material just put onto it. The dog statues are too shiny and clean to seem real and/or perhaps of a particular style. Same with the black stone platforms. The pyramid and large doorway seem to just be white Lamberts, with no work done to show that they are stone, etc.
And I have to ask now so we can frame further feedback better, what do you want to do for a career?
Secondly, here's some critiques on the scene. One important thing is that scenes are cool, but the assets in it are the most valuable parts imo because if those fall apart then the whole scene kind of crashes in on itself. Take one object and really focus on making it look as good as possible, but maybe not obsessively. Now I know you didn't spend a ton of time on some things (like the ground) because you even said you nabbed it from the internet. This is bad for several reasons:
1. It says you don't care (and you don't want to say that!)
2. It can cause a lot of issues with liability, though a little project wouldn't hurt that bad. But seriously, art taken off of google could be unknowingly tied to a license and that's a problem. Places like cgtextures and gametextures are fantastic resources for game art textures to get you started!
3. Check out the polycount wiki on things like texturing and making things look realistic.
4. A common mistake is even though something is cartoony doesn't necessarily mean simplistic or spent less time on. Look how detailed game series like the Retro Donkey Kong games or Ratchet and Clank look.
Egyptian scenes are always cool! I'd like to see you revisit this
You're on the right path, but need reference. Foundation, the based of which everything is built. Reality as silly as it is in fantasy still required. Consider how it's built, push those concepts into the scene.
Your textures could use some work. The sand is way too low res and there's no material definition on anything in the scene.
Composition-wise there is none. You could frame your scene a little better with other elements and also think about adding some detail to the horizon in both models and form... Right now it seems to just be a flat plane.
It's a good start for one of your first projects, you just need to study your subject matter and work on your textures a little more.
There's tons of info on how to improve these here on Polycount and elsewhere. A good place to start might be http://cgi.tutsplus.com/software-and-tools/blender
Understandably, getting thrown into a tutorial playpit may be a bit much initially.
Change log
added brick texture to the pyramid(made it look like limestone)
replaced causeway with a wall
got rid of the Anubis statues
added new sand texture.
and here it is
Similarly, your pyramid looks to be composed of four polygons. You can either use displacement textures on it to give it the appearance of real brick or you can build it out of real, small bricks. It may seem tedious but your scene is lacking in what we call "geometry" (number of polygons rendered).
Check out some brick modeling tutorials (sculpting programs like Mudbox, Zbrush and Blender can help with this). You have a good concept but the next step is adding definition to your surfaces.