The Brutalist like building is looking pretty sweet but the lighting, compositions and materials could be pushed, in my opinion. Maybe breaking up the grey with some of those trees; accent the round and natural shapes with the really blocky ones you've got going there.
Damn that grass is sweet... any chance you could share your material node setup for that shader? grass shaders have always been a bit of a struggle for me would love to learn it
I'd say tone down the reflection on the copper materials and give it a slightly more brushed metal look since the overly reflective surface really breaks the realistic look in this scene that you've actually managed to capture in other parts of your scene.
Here's the setup for the grass. Not very complicated, the SSS color is quite important I think. The shading model is set to two sided foliage.
I used a generic blade texture I made in Substance Designer and generated some variety for the blades with UV mapping and using 3 slighly different instances of the material.
In terms of the copper I see the point, but in reality those elements are quite reflective too.
Thank you! I've always had trouble getting my SSS shaders to work... I'll give your setup a fiddle around with later
In terms of the copper, yeah looking at your reference I guess it is quite reflective haha but the actual surface of the material isn't as glossy as yours currently is? My observation is heavily based on the spread of the reflective highlight on the surface of your reference so just tone down the glossiness of the material a little bit then (Y)
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The Brutalist like building is looking pretty sweet but the lighting, compositions and materials could be pushed, in my opinion. Maybe breaking up the grey with some of those trees; accent the round and natural shapes with the really blocky ones you've got going there.
Overall they are pretty awesome. Keep it up man!
I'd say tone down the reflection on the copper materials and give it a slightly more brushed metal look since the overly reflective surface really breaks the realistic look in this scene that you've actually managed to capture in other parts of your scene.
Loving this piece though, subbed (Y)
@Kid.in.the.Dark
Here's the setup for the grass. Not very complicated, the SSS color is quite important I think. The shading model is set to two sided foliage.
I used a generic blade texture I made in Substance Designer and generated some variety for the blades with UV mapping and using 3 slighly different instances of the material.
In terms of the copper I see the point, but in reality those elements are quite reflective too.
http://assets3.thrillist.com/v1/image/17405/size/tl-horizontal_main/a-bar-in-a-distillery
Also, here are some vertex color shots, I these two scenes I did quite a lot of hand painting of those.
In the second one it's just red channel that I painted.
In terms of the copper, yeah looking at your reference I guess it is quite reflective haha but the actual surface of the material isn't as glossy as yours currently is? My observation is heavily based on the spread of the reflective highlight on the surface of your reference so just tone down the glossiness of the material a little bit then (Y)
Nice work