Technically speaking everything seems quite nice. The only problem is it feels to me like the stylized and realistic elements clash pretty hard in this scene. I personally think that a stylized forest would complete this scene, or viceversa; a realistic house. Trying to have both in one scene is a bit confusing to the viewer.
-- I really like the tree's silhouettes in the scene, good job there. I feel like you could space things out a little bit better to present things better. I would have to agree that the house seems too stylized compared to the surroundings.
I would also strengthen the intensity of the SSAO/SSDO (whatever works best in UE4, or whatever is available).
It also throws me off to see super realistic wood textures, but then just colored circles for leaves on the tree.
Lastly, I would put your email and/or your website in place of your user name on the images. Using a search engine, I cannot find anything related to your work searching by your user name.
well how else do I explain lighting, it just seems flat and could do with a lot of love. to me lighting makes up like 20% of a scenes visuals.
I should have gave a better explanation in my last post eyy.
Replies
That's not really critique...
-- I really like the tree's silhouettes in the scene, good job there. I feel like you could space things out a little bit better to present things better. I would have to agree that the house seems too stylized compared to the surroundings.
I would also strengthen the intensity of the SSAO/SSDO (whatever works best in UE4, or whatever is available).
It also throws me off to see super realistic wood textures, but then just colored circles for leaves on the tree.
Lastly, I would put your email and/or your website in place of your user name on the images. Using a search engine, I cannot find anything related to your work searching by your user name.
well how else do I explain lighting, it just seems flat and could do with a lot of love. to me lighting makes up like 20% of a scenes visuals.
I should have gave a better explanation in my last post eyy.