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Druid Ruins WIP Crits needed

polycounter lvl 9
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noosence polycounter lvl 9
So this is a scene I have started for my portfolio. I´ll be posting my progression and asking for critiques along the way. It is being rendered in UE4 and made with Maya, Zbrush, and Quixel.

-NEWEST-

rJ6zxI1.jpg




Here are the progression shots so far.

n2Ov95T.jpg

dKH47FR.jpg

4ZW6RlG.jpg

a4NMdLj.jpg

Thank you for checking it out, and hold nothing back with your crits! =]

Replies

  • Itholon
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    Itholon polycounter lvl 7
    The screens are too dark, I know it's probably to set the mood, but I would make it darker in final phase because I can't really see much in those screens.
  • LlamaRider
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    LlamaRider polycounter lvl 8
    Like Itholon said, it's much too dark. I think it's because your terrain texture is too dark for the grass growing over the whole terrain. Second thing is the grass itself. I feel like it's waaay to sharp, thin and shiny. Stone material also need some minor fixes such as lowering the glossiness value and giving them some kind of moss :)

    Oh, and one more thing. Please make this scene something more than just a terrain, grass and rocks :)
  • doolally66
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    doolally66 polycounter lvl 2
    Looks good so far, but as above, make it a little lighter whilst you're working on it.

    The thing that stood out for me was the grass. It all looks too much the same. Try mixing up the shades of green slightly, make some areas longer than others. You could add some shrubs and small weeds as well.
    I'm not sure if this is what you're going for, but for me it reminds me of the scottish highlands. The terrain there is very sparse, the rocks have mould on them and theres small windswept bushes.

    Can't really give much feedback on the stone circle itself as the shots are a bit far away. But do you have a background for the stones? Why they're there? Who uses them? How often? When was the last time it was used?

    Just a few things to consider.
  • noosence
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    noosence polycounter lvl 9
    @ LlamaRider Yeah I'm struggling with getting my grass to look right o.O and I promise it will be more than just grass and rocks when I finish haha =]

    @doolally66 I worked on some of your crits and added a shade variance throughout the grass and made it a bit splotchy. So hopefully this is coming along better now.


    Well here is the newest test render.

    b4xrU7r.jpg

    Again thanks for checking it out and keep the crits coming! =]
  • skodone
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    skodone polycounter lvl 2
    already a big improvement, the grass is still too evenly spread but the ground is thousand times more believable now

    if you look at things like that beach%20grass%20dune.jpg
    the grass comes in bigger and smaller areas whereas theres some areas where the ground shines through a lot more if you treat it like the grass is the sea and the ground are islands it will look awesome, also you could add things like walking paths... if people or animals walk along a certain path for years the grass will stop to grow there so you have naturally caused paths where theres only ground visible
    jJoG2.jpg
  • noosence
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    noosence polycounter lvl 9
    Still refining the grass model and placement. But I feel as though I've finished this ground substance up, crits welcome as always!

    XdZOKAm.gif
  • noosence
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    noosence polycounter lvl 9
    Started back working on this. Just refining the layout and design of the environment.

    rJ6zxI1.jpg
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