Home 3D Art Showcase & Critiques

The Last of Us 2.0 Update

Sullum97
polycounter lvl 6

Replies

  • Sullum97
    Offline / Send Message
    Sullum97 polycounter lvl 6
    Thank you kindly Shinigami! My goal was for kind of right after the apocalypse hit, maybe a month or two after. They kind of left in a rush maybe? Thanks for your critiques I will try to take it to a higher level!
  • leleuxart
    Offline / Send Message
    leleuxart polycounter lvl 12
    The lighting you have feels more like a warm ceiling light or possibly a sunset. If you wanted to keep the warm, sunset lighting, I'd consider brightening it up a little and adding more of a mess to push the apocalypse feeling even further. You could include some light rays coming through the blinds, but have some pretty dense dust particles as well.

    If you look at this concept by John Sweeney, you can see that while the lighting is pretty bright, it's showing off all the nasty details like the mold, water damage, etc. Same thing for this one, it's pretty bright, but full of detail regarding how messy and damaged the place is. Right now, the mess in your room just is pretty average for some people :)

    Edit: We posted at the same time. If you're going for something a little more recent, perhaps just making the place messier, instead of more damage?
  • Sullum97
  • Sullum97
    Offline / Send Message
    Sullum97 polycounter lvl 6
    leleuxart wrote: »
    The lighting you have feels more like a warm ceiling light or possibly a sunset. If you wanted to keep the warm, sunset lighting, I'd consider brightening it up a little and adding more of a mess to push the apocalypse feeling even further. You could include some light rays coming through the blinds, but have some pretty dense dust particles as well.

    If you look at this concept by John Sweeney, you can see that while the lighting is pretty bright, it's showing off all the nasty details like the mold, water damage, etc. Same thing for this one, it's pretty bright, but full of detail regarding how messy and damaged the place is. Right now, the mess in your room just is pretty average for some people :)

    Edit: We posted at the same time. If you're going for something a little more recent, perhaps just making the place messier, instead of more damage?
    Alrighty leleuxart! Yes that was the actual example image I used for this piece and tried to make it my own a bit. I can definitely see how this is an average mess for some people haha! I feel I need to improve on contrasting my elements and the though process behind them! Torn curtains and water damaged ceilings wouldn't necessarily happen as quickly as my intended time period was. Thank you kindly for your critique I appreciate it and hope to improve in the future!
  • urgaffel
    Offline / Send Message
    urgaffel polycounter lvl 17
    What I miss in these pictures is a bit more colour and a bit more interesting lighting. If you look at the concepts, they have complimentary colours and rather strong lighting which is something that could be brought into your scene. It's a good scene but it's very orange/brown at the moment so getting some blues/greens in there woudl help. It doesn't have to be anything extreme, just something to offset the orange...

    Another (minor) detail would be to break the blinds a bit. For example:

    A little bit broken

    A bit more broken

    Very broken

    *edit*

    The lamp on the chest of drawers look like it's turned on but the lamp shade isn't lit from the bulb. It needs to have some emissive on it.
  • doolally66
    Offline / Send Message
    doolally66 polycounter lvl 2
    Really nice work here, I think it need a bit more refinement however.

    The deterioration doesn't seem to match throughout the room. The floors, walls and ceiling all have water damage etc, but the clothes and bed all appear very clean. The bag by the door for example looks new and full of possible supplies.

    The lighting looks great coming through the windows, but I don't feel like the shadows line up. The sun appears brightest through the bottom left of the window, but there are sunspots on the chest of drawers, door, and the box to the right.
    There could also be more contrast between what the light is hitting, right now it feels like it hits everything.

    The mirror (assuming a mirror, front left of scene) is also currently translucent. I can see the skirting board on the wall behind it.

    If the people living here left in a hurry, would there still be so many clothes there? and would did they not have time to pick up the bag by the open door?

    Just a couple of things I've noticed. Don't let this put you down though, I think it looks fantastic, just a few tweaks to really push it further.
  • Sullum97
    Offline / Send Message
    Sullum97 polycounter lvl 6
    Wow! Thank you guys so very much for your outstanding critiques! I've been looking at this project for so long I've unfortunately zoned into one particular vision of the project and it's much too orange and unbalanced I fully agree! The broken blinds is a truly lovely idea thanks so much! I agree the lighting needs to be much more like the concept as well. I need to trust the indirect lighting and limit the amount of lights I have in my scene! Once again thank you guys so much for the outstanding critiques!
  • urgaffel
    Offline / Send Message
    urgaffel polycounter lvl 17
    Broken blinds will also let more light into the room which will help with your bounce :)
  • Sullum97
    Offline / Send Message
    Sullum97 polycounter lvl 6
    Here's some small updates! Light color changes and intensity changes, clothing placements, small material adjustments. I feel it's reading much better.
    Things I still need to do: Broken blinds, possibly shattered glass windows. Anything else you guys suggest =)
    uNceQ3Q.jpgDofU4vi.jpgMI8PSe1.jpg
  • Sullum97
    Offline / Send Message
    Sullum97 polycounter lvl 6
    Updates! Blinds were just a weird option let alone them being wood. Moved a few things, moved the scene to 4.7 to get the foilage shading for the trees in the window. It's getting there, slowly...Thanks again for the feedback you guys rock as always!
    vrR2zkz.jpgCI7I0xU.jpgL214l79.jpg03y9aCt.jpg
  • Sullum97
  • Kid.in.the.Dark
    Offline / Send Message
    Kid.in.the.Dark polycounter lvl 6
    I feel like this piece is looking a bit too noisy... I don't know what to look at specifically... my eyes are drawn towards the window but then my eyes are also fighting to look at things like the what I can assume looks like vinyl records hanging on the walls on the left... and my eyes are also fighting with the stuff on the drawer on the right and somehow it's also fighting to look at the white pillows on the floor along with the ripped up posters on the wall...

    Generally it's very harsh on the eyes to try and figure out whats actually happening here in the scene...

    Some possible solutions I could think of in a situation like this...

    1. keep playing with the lighting until you actually have a focus
    2. maybe drop saturation and values in some of the asset's textures so it doesn't pop so harshly...
    3. change that wall paper to something a little brighter and lower saturation a bit to maintain the dark loft like essence that you seem to be going for.
    4. drop contrast on the scene altogether and bring the values of everything closer together so the transition between assets and the background don't pop so harshly..

    Keep going though, good luck (Y)
  • Sullum97
    Offline / Send Message
    Sullum97 polycounter lvl 6
    Ty kid in the dark for the awesome critique! I will do my best to make the changes and make it pull everything together a bit more!
  • Digita1hound
    It looks good but I fear that you are using lower poly that you have to in some cases. The fan could use some work as it is becoming the focal point of the scene after looking at the window. The Ramones poster scale seems a little off but I think that it. Your lighting has improved from other versions. Your modeling is solid, though some are better looking than others. Uniformity is almost with in your reach, push a little harder with this scene.
  • Sullum97
    Offline / Send Message
    Sullum97 polycounter lvl 6
    Thank you kindly digita1hound your kind words inspire me to push my work to the next level!
  • Benkeeling
    Offline / Send Message
    Benkeeling polycounter lvl 10
    Hey dude,

    This is improving with each iteration so that’s really good, what I would suggest at this stage is you take a look at the scene in greyscale this will help you to take the colours out of the equation and focus on how your eye is moving across the eye. You need to have most contrast at your focal point as this is where the eye is naturally drawn to.

    Take a look at the values of some of the assets in the scene such as the records and the posters they are quite bright against a dark background which is really popping them out and causing the eye to dart between these areas. I would also make the windows brighter and push these values more. You can add assets near and in front of the window to help catch the light and cause nice contrast. The guitar is doing this quite well in the scene already.

    This is a basic critique to help the scene progress in the right direction more. If you want more focused asset or material critique then post some of those separately.

    Cheers

    Ben
  • THendersonVFX
    Offline / Send Message
    THendersonVFX polycounter lvl 6
    What are you using to render this with? Is it game engine or 3d package?
  • Sullum97
    Offline / Send Message
    Sullum97 polycounter lvl 6
    Hey guys! So Benkeeling thanks for the excellent critique and neat trick! It's greatly appreciated!

    THendersonVFX I'm using unreal 4.7! Cheers!
Sign In or Register to comment.