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Post Apocalyptic Scene - Feedback Please

polycounter lvl 4
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Michael Rosa polycounter lvl 4
I'm really looking for feedback/tips on the texture work, at this point. I'm open to any feedback, but please, share a focus on the textures, as this is my main focus right now.

Thanks.


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  • Tectonic
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    Tectonic polycounter lvl 10
    it doesn't look like there's any reason for the room to be that damaged and mossy. unless the place was flooded, in which case you should add some puddles. the chairs look too clean compared to the rest of the room. the windows as well need more dust on them.
    I realize you're going for material practice, but the room looks too empty to be real. there's no ceiling light fixture, no rod above the windows for drapes. it would really help to add just a few things like that. an ash tray on the table, or something on the shelf behind the bed.
  • xChris
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    xChris polycounter lvl 10
    Modeling is solid, except that radiator looks a bit of scale for how far it is. There a lot of high frequency detail that makes it look a bit too noisy. The lighting can also do another pass. Riffing off what Tectonic said, some of the weathering also doesn't seem probable. I would take a look at this site, its pretty neat for looking at abandoned places: http://opacity.us/

    That's my two cents, looks like its going to come out nicely, keep at it :) !

    Edit: forgot to mention add some more rocks/shrubs and smaller props!
  • Michael Rosa
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    Michael Rosa polycounter lvl 4
    Thanks guys. And yes, the story is not complete. I'm simply trying to improve on my texturing and was looking for feedback on the quality of the textures. The wallpaper is something I'm not satisfied with at the moment, going back to the drawing board with that one. This scene will completely be populated and torn apart. Vegetation/life will consume this room eventually, as it was once flooded and water will still be hanging around.

    When it comes to lighting, I'm still learning/trying to get CryEngine to behave how I would like (any solid Cry lighting tutorials?). But as an aspiring environment artist, I'm working heavy on my modeling and texturing skills at the moment. I've been led to understand that there are teams for lighting, and would not be part of my responsibility. However, I'm certainly looking to get good enough with lighting so my portfolio looks strong.

    Oh, and thanks for the link xChris! Priceless resource that will help for this post apocalyptic content I've been working on.

    If you guys would like to, check out my other scene, and have a go with critique there.

    I will save all of your advice in a document and use it as I continue to work on the scene. Thanks.

    Does the multi-quote button not work for anyone else?
  • Mr. Darko
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    Mr. Darko polycounter lvl 4
    Tectonic wrote: »
    it doesn't look like there's any reason for the room to be that damaged and mossy. unless the place was flooded, in which case you should add some puddles.
    Well, it looks like he's using this image:
    http://i.imgur.com/TLBtVtd.jpg
    as a reference.

    The damage and moss is similar in the reference image, though there is more vegetation, and no visible puddles. It might have been flooding damage, but dried up since then. So it's realistic enough apparently.

    Of course there needs to be quite a bit more damage on the furniture, but I'm sure you're aware. The moss on the bed is a very interesting part of the image and should be fun to recreate. It also serves as a convenient focal point for the environment, particularly the way the light rests on it (so I'd suggest redirecting the lighting from the window to rest on the bed more fully, for the sake of composition) and the bright greens. I've always liked this photo, so it's cool to see some work inspired by it.
  • Michael Rosa
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    Michael Rosa polycounter lvl 4
    Mr. Darko wrote: »
    Well, it looks like he's using this image:
    http://i.imgur.com/TLBtVtd.jpg
    as a reference.

    The damage and moss is similar in the reference image, though there is more vegetation, and no visible puddles. It might have been flooding damage, but dried up since then. So it's realistic enough apparently.

    Of course there needs to be quite a bit more damage on the furniture, but I'm sure you're aware. The moss on the bed is a very interesting part of the image and should be fun to recreate. It also serves as a convenient focal point for the environment, particularly the way the light rests on it (so I'd suggest redirecting the lighting from the window to rest on the bed more fully, for the sake of composition) and the bright greens. I've always liked this photo, so it's cool to see some work inspired by it.

    You're absolutely right. And that is the image I'm using for reference. I was planning on adding the water cuz I figured most people would question "what's with all the foliage?". I just haven't addressed that part of the story yet.

    And yeah, I chose this scene cuz of all the foliage. I want to work on my textures and cards.

    Thanks for all the tips guys.
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