I think what might be causing some issues is the 'busyness' of the scene in terms of textures. Almost everything I see has a pattern or noise/grime to it that makes it hard to pick out focal points.
Also the light seems to not be casting the way it should by the shape of the bulbs and the shade above it. it also seems a little too bright, or that there's a little too much fog below it. I see what you're going for there, but it's just too intense atm. If you tried reducing the power of that light, you could have more room to play with secondary light sources, like the monitors or something would let you splash a bit of blue light around, might mix well with the orange.
I think ultimately, pick something to be the main focus point of the scene, then use your lighting to compliment it, and of course as I said before, maybe reconsider some of the patterns/business of some textures.
I'd recommend lowering the bloom/glow effect, it's very strong right now.
Some of your textures have a lot of noise (the desk), random scratches everywhere.
Make use of specular and gloss to get away from the diffuse look, it's a scifi/cyberpunk scene.
It also has very low res textures and there's no point in making it super low poly like you did. Bevel a lot of these edges and I'd also recommend you to get into highpoly modelling and baking normal maps.
It's a very cool scene and it could still get much better.
hi sorry for not responding i'd almost forgotten i'd posted here. been really busy recently with another project but am looking to continue with this project in the near future.
i really appreciate the crits and i agree there is a lot of work to be done here.
will keep this thread updated on my progress thanks.
Replies
Cool idea, gotta love the cyberpunk.
I think what might be causing some issues is the 'busyness' of the scene in terms of textures. Almost everything I see has a pattern or noise/grime to it that makes it hard to pick out focal points.
Also the light seems to not be casting the way it should by the shape of the bulbs and the shade above it. it also seems a little too bright, or that there's a little too much fog below it. I see what you're going for there, but it's just too intense atm. If you tried reducing the power of that light, you could have more room to play with secondary light sources, like the monitors or something would let you splash a bit of blue light around, might mix well with the orange.
I think ultimately, pick something to be the main focus point of the scene, then use your lighting to compliment it, and of course as I said before, maybe reconsider some of the patterns/business of some textures.
it's a nice idea.
I'd recommend lowering the bloom/glow effect, it's very strong right now.
Some of your textures have a lot of noise (the desk), random scratches everywhere.
Make use of specular and gloss to get away from the diffuse look, it's a scifi/cyberpunk scene.
It also has very low res textures and there's no point in making it super low poly like you did. Bevel a lot of these edges and I'd also recommend you to get into highpoly modelling and baking normal maps.
It's a very cool scene and it could still get much better.
i really appreciate the crits and i agree there is a lot of work to be done here.
will keep this thread updated on my progress thanks.
really can't wait to jump back into this project and give it the overhaul it needs