Hello polycount !
I started a new work recently, when I saw the tutorial of Matt McDaid in Vertex 3. As a fan of Diablo 3 I have to try that technique
So, I choose to do a Boiler room with pipes, boiler
, and some props like barrels, coal bags, etc.... I know that's not so logical to have a wooden ground in a boiler room but I really want to try that wood texture ! Tiled textures for the walls and the ground, all the other assets except the boiler are on the same map.
I will post my progress and I look to have your feedback as well !
Replies
So today I work on the scene
I'm back after a month of work, sorry for that absence !
Thanks for your replies guys that awesome and thanks Matt for coming, it's all thanks to you.
So, I move forward with the scene, I like it except the boiler, the concept will maybe change.
My initial feedback is that there are lot of highlights within the same value range which is contributing to an overall noisy read. Try reducing the intensity of the highlights for the wood and consequently that should help differentiate between the wood and metal surfaces. Also, the brown brickwork making up the walls are of a very similar hue to that of the metal work. Maybe consider boosting the metal's value to suggest a more stainless steel appearance and help the metal work pop from the wall.
All in all though, i'm enjoying seeing the work that you're putting in to this. I cant wait to see it finished!
@Matt : Thanks for the feedback, that's really help ! I have consider them and I modify the scene.
@Gazu : Yes, that's just a plane with an alpha texture
I have some free time to work on the scene, I hope it will be finished soon. I make a lot of modifications, especially on the boiler part and the global atmosphere.
Hope you like it ! Feedbacks are welcome
The scene is almost finished, I integrated everything in Marmoset and here is the actual render :
Feedbacks are welcome
Love the greentooth!
@Eric Chadwick : Yes I can do both
I have to finish the textures and maybe optimize them, final shot soon !
Have you taken a look at your image in black & white? it's much easier to see value issues if you check that occasionally. Also compare a black & white copy of yours to the Matt McDaid piece you were inspired by.
Yours is also overall quite a lot darker than it needs to be.
I knocked up a real-quick paintover, adjusting levels/saturating, darkening the back wall & focusing the value range on certain areas of the image:
Thanks for the feedback guys
@ngw : thanks, great feedback ! I modified the general colors/contrasts and the lighting of the scene, your tips was really helpful.
So here is the actual render, tell me what you think