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Sith Ship Interior

polycounter lvl 13
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matthewjvia polycounter lvl 13
It's been quite a while since I posted, but I got laid off this week, so it's portfolio time again. Here's what I'm working on right now. I've been trying to get the lighting right and I still have to make the chairs and holocron. Critiques are definitely welcome.

concept.jpg

sithInterior_1_zpsfncssqjj.jpg

sithInterior_2_zps3lqjo4hg.jpg

sithInterior_3_zpsqn3ovidh.jpg

sithInterior_5_zpsnkkesueu.jpg

sithInterior_4_zpsmzvjoo40.jpg

Replies

  • artizan
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    artizan polycounter lvl 9
    Too much blue in your scene, mixes with red and creates magenta. You should emphasize more on red lights and limit the blue light to holocron only.
  • skullsplitter
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    skullsplitter polycounter lvl 18
    That, or go all blue or use more neutral lighting.
  • pixelpatron
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    pixelpatron polycounter
    Your ambient is too low, (you've got areas of complete darkness) and a lot of your emmisives are too bright. (example the white bars running along the ceiling support beams. I'd take a little of the blue out of your blue lights and push the saturation down to a gray. Yet keep/push the blue around the area of interest (The center cylinder). That light is too big (assuming it's a point light.) The outside of the cylinder isn't receiving much light on the concept, yet in your scene the light is bleeding out beyond where it should. (fix your ambient, and you won't need to push up lights like that illuminate an area, the ambient light will already be bright enough so you don't have complete black.)
  • matthewjvia
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    matthewjvia polycounter lvl 13
    I worked on the lighting and materials some more and added the hologram and artifact.  I still need to finish up the chairs and table.  Thoughts?






  • Tim Lewis
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    Tim Lewis polycounter lvl 7
    Solid work. The foreground of your first image still seems a little bright. I might turn the emissive down on the viewscreens - they seem a little blown out compared to the concept. I also think the material for the hologram could use a few tweaks. He's a little too bright and opaque. I'd consider adding some scanlines and more of a softer glow to his silhouette to match the effect from the movies.
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