Hello~
You may know me from my
Bakery diorama or from the
monthly Handpaint ArtJam
I just recently got the courage to post my work and i most say; i regret not doing it before.I decided to start a general thread where i can post thing i'm working on, no matter the project! I'm currently working on 3days diorama, Why 3 days ? Mainly because i wanna work on my speed and it will allow me to train on various material. I plan on going back on them after a few diorama to review and improve them with a fresh look.
Feel free to give advice, critique, compliment and paintover (I love them a lot! So easy to learn with them)
/!\ Disclaimer: I'm hardcore bad at rendering. I'm currently using marmoset2.0 but i wanna learn unity or udk in the next weeks. So if you have trick, good beginner tutorial please go ahead help me!
Replies
The only thing that in my opinion doesn't fit the scene is the color of the cactuses. They look very cartoonish where as the rest of the scene follows a somewhat realistic color palette.
Well i didn't really try to go more realistic for the rest, on contrary I saturated the orange in everything to make it brighter.
In fact, most of cactus are really saturated green. I used Saguaro cactus and Barrel Cactus as well as a plant from the aloe family (that i can't find anymore,because i was too stupid to pin it on my board). Mostly to add color "pop" to my diorama.
Have the sand blend with the dried mud in a less uniform manner: at the moment it looks like two circular dollops of sand placed on the mud.
Also paint some AO in. Really like the circular cactus with the flower on top.
But i see what you mean every thing colorfull is on the center, that's probably due by last minute change, i didn't know where to place the aloe so i create a second "island". I need to replace the thing in a better composition.
I'm going to check all that and fixed and come back tomorrow with a better version ^-^
GhostChili is on the mark saying to add sand caught in some of the cracks. It could use some more medium and small pebbles in the texture to help blend it together. I would also push the sand further and add some gathered up in the cracks of your rock and dusted along the bottom of things.
As for the lizard, he looks like a main character because he's center stage on that rock. Maybe tuck him between the two rocks in the shade or have him crawling up the side of the rock. Make him more of a prize for people who explore your scene.
1. Rotate the hands/feet forward.
2. Give it a bigger belly.
I hope this horrible paintover helps.
There's a reason for that, saguaro cactus doesn't have needle and have really small bump, while bombshell cactus have really big one. Doing the "fin" for the saguaro just look odd and not cartoonish enough. So i decided to to a tileable for the saguaro. But after a really good night of sleep (12hours haha) I know how to make it look better by changing the texture and not the geo !
So i'm going to work on fixing all those thing ~
I change the composition do you prefer it that way ?
Also Small tweak, I make the lizard smaller, move it from the center of the rock, I change the saguaro texture ( I think it look way better like that), I tweak the bombshell cactus' flower color, it's less saturated now but still add the eye catching color.
I really prefer that composition so i think i'll kept that, and start fixing the floor.
Grass: The alpha looks like it's picking up a black background, make sure the surrounding color on the texture is aligned with the hue of the grass, i like to go a teensy bit lighter. Also, they could stand to have more presence, hand painted stuff usually benefits from exaggerated proportions so all that hand painted goodness can be shown off.
Not sure how I feel about the tumble weed, I feel like it was placed there to carry the negative space on the left. Your other assets are much stronger in comparison to the point that it stands out, maybe I'm just seeing things. However I don't think this piece would suffer too much if it was removed completely, and the podium was re centered to your subject matter.
Edit: It kinda looks like your assets are scared of something under the sand in the middle of your set. Break it up with something maybe? Keep the golden triangle in mind when set dressing and breaking up negative space.
Not much to see, it's going to be a lot of plane so I hide them in this screenshot. The grass is placeholder, I just took something i had from an older project.
Here's a closeup at my tree texture, after many try and different approach, i'm pretty proud of it.
Very nice work on your Arid environment
I like the changes you made to the sand and the edges of the ground.
If you're not going to use realtime lighting then you should either use non-tiling textures and paint the lighting information into your diffuse, or use vertex coloring.
You could also bake your tiling texture down to a separate UV set and paint that if you wanted. Vertex coloring would be the fastest solution though so I would try that first, you just may need to add more geometry to get the cleanest results.
If you look at particular the top circled, that looks flat to me. That branch looks like a flat sprite.
For example,
if we look at real trees
Every branch feels round on this tree. I think everytime you make a branch you keep the roundness for the bigger branch that splits off, but the smaller branch starts to get flatter.
However I forgot to pain Ao and light on them !
Really enjoying these posts, keep it up!
The leaves definitely make the tree look much better, although I still think the bark looks a bit too flesh-like at the moment. I think what's happening is the green hues in the bark are causing the pink to appear more pink than they might actually be, if that makes sense.
I could just be seeing things though >.<
Maybe some could have escaped?
What do you mean by not spread enough ? :O like there's too much of grass concentrated or that there should be more and more spread but the zone size