Hey everyone,
I've been working on an environment recently and am looking for some feedback and critiques on it. I still have quite a few things to add but this is where I'm at currently. The textures on the pillars are placeholder right now. I haven't created a proper low poly for my sculpt yet so its just an auto UV on a decimated mesh. Thanks!
Concept by
Monika Zawistowska
Replies
Another suggestion would be to add some dust particles to catch the blue light and give it some volume.
Fair warning I am not really an environment artist and am pretty nooby so take what I say with a grain of salt. Also I realize game engines are not exactly ray tracers with beautiful soft shadows so what I say may be a little impractical. If you need any clarification or disagree no worries I'll be happy to elaborate. Seriously great work! Cheers
That fire in the center should be giving off more light and cast a nice warm glow on the surrounding forms, while the torches add additional hotspots. at the moment, the lack of contrast is making everything look flat, especially the materials. the wood table texture could use some more detail and contrast, and that fire pit should have lots of cool embers and chunky burnt log shapes in there, along with emissive textures to sell the heat.
right now the eye does not know where to focus. take the paintover image into photoshop and zoom way out, even at a small scale you can sort of tell whats going on and your eye automatically goes to the center. hope this helps, its late and this is super quick but you should get the idea
@PixelMasher I've increased the brightness of the fire light and toned down the other lighting a bit. How does this look?
@melli06 I'm going for a flagstone type texture like in this screenshot. I think I need to add some more color variation to the stones and maybe some larger dirt patches.
the lighting is suffering from the classic mistake people make when doing lighting....placing a light only on each light source, instead of using light sources to justify their lighting decisions. for example, having those candles on the side each with their own small point light I would imagine and not adding any larger more subtle fill lights to show the forms in the scene. in terms of lighting intensity at the moment, the moonlight on the floor is brighter than the fire that should be lighting the room.