I've been working on a victorian ranch environment for my texture and lighting class.
35k tris. Mostly done in the spirit of low poly in order to focus more on the texture and lighting.
Here's the current state of it rendered in unreal engine 3.
Any advice and feedback would be appreciated.
Some crappy photoshop concepts that I created to test out the patterns, lighting, and objects to see if they work together.
I think the assets look good but you definitely need to get that lighting under control. It's way too saturated and way too contrasty. It distracts from what I think is a pretty cool scene underneath it all.
Looks good so far! But, maybe this is just me personally, but I'm not liking the over-blaring redness on everything. Like, too red to be coming from the candles or fire, and the wallpaper shouldn't reflecting that much off other objects. Moonlight's pretty nice tho!
Thanks for those feedback. After hearing your comments about the lighting being too red and harsh. I realized I went a bit over board with the saturation.
I've updated the original images on this thread and tone back the overly saturated red lighting.
Now I'm wondering if my scene is too dark or has too much contrast. I'll have to work more with the indirect lighting perhaps to allow more light fill in the dark areas.
Looks good man, looks like you stuck to the concept really closely. The only critique I have for you is the blue light is a little jarring, I just have a hard time believing that the moon light would be that harsh. Most natural light diffuses through each surface in passing, i.e. the blue would be really intense on direct contact surfaces like windows, metal siding etc. but would then get blown out and revert back to bounce light, which is opaque and more of a washed out light.
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I've updated the original images on this thread and tone back the overly saturated red lighting.
Now I'm wondering if my scene is too dark or has too much contrast. I'll have to work more with the indirect lighting perhaps to allow more light fill in the dark areas.