Hi Guys,
I finished my Odyssey!
The final scene is finally coming out. It is realtime rendered in Unreal Engine. Responsible for all props and lighting. Concept by Titus Lunter.
It is not a replica of real room. The idea comes from the abandon royal family home.It was made for game scene, so it might be a little dramatic. I made up a little story to narrow the concept style, during French revolution and early Victoria era. Rich royal family in England kept or brought decor and furniture from French Palace but inevitably declining.
Replies
My Artstation: https://www.artstation.com/artist/sarah_xinting_wang
or old Topic: http://polycount.com/discussion/158781/victorian-table-and-room-props/p1
Thank you ~~ yes, I use substance designer generate tileable textures but sometimes use painter to modify or layering materials too.
Overall is an outstanding work, thanks for sharing it!
I'm not a huge fan of the final picture though, mostly because of the composition. It's quite hard to read because you don't really have a clear focus point. The original concept doesn't have a clear one either, but it has a lot of rhythm with the darker areas. Since you bumped the lighting everywhere and have loads of details evenly spaced, it becomes quite hard to read.
I think you could improve the final picture without too much work. Right now you have two main areas fighting for attention, the left window with the super strong light and the very noisy foliage, and the ceiling opening with the nice props arrangement below. You should probably try to focus the eye there, especially since your trees on the foreground already draws the eye there. I would attenuate strongly the light on left window and scale down/kill the foliage on the left foreground as it attracts the eye a lot right now. The original concept has something more akin to moss, which might be a really cool idea. You have some nice trees hinting that nature is claiming the place from behind the camera, some moss blend on the ground to amplify that might work really well.
I would also change the angle of your plane volumetric on the top ceiling. It looks a bit weird right now and again draws the eye away from the interesting stuff again. Focus your stronger light where you want the eye, aka on the nice props arrangement again. The perfect door angled like that is a little strange to me too though, but it's pretty minor.
I did a quick paintover to show a bit more what I'm trying to say. I'm not a painter at all and I really hope you don't take all those criticisms badly. There is some amazing work on those props, it's a bit of a shame that they are hard to read in the final picture. Those are also just ideas of course, feel free to do what you want with them and possibly ignore all of it.