Hello Polycount,
So my goal over the next few weeks is to go back over portfolio pieces and improve them to a higher standard so that I can feel confident sending them out potential employers as I feel some of the pieces like that bit of quality or need to be part of a scene. I would really appreciate any feedback so be as critical as you like
My first pieces I will be improving is an old monthly challenge.
Below is my original attempt (Concept -
http://i.imgur.com/yDW7KBN.jpg)
Replies
Old vs new sandstone block texture
I'm quiet happy with the result. I was trying for a clean but used look and think I a fairly good balance. I have gone away from the look in the concept a bit as i feel these fit the Egyptian feel better. What do people think ?
Again any feedback on the scene and/or my updates is greatly appreciated.
it seems you have changed most the things I pointed out. IMO I think the wall looks a bit too glossy, from what I can tell the sand stone would look more rough and more grainy looking surface to it. Its hard to tell though as the old buildings obviously dont look as they originally would have
Nice work so far. Here's some stuff I think you could improve as you go along:
I have put the improved brick texture back in with the painted wall. Made some small improvements to the painted section some more minor details/wear. Created a quick smooth plaster material to bridge between materials.
The section I have improved is the pattern roof section
Old vs New
The overall Scene with the new texture
Finding it really nice to see how far i have come in a year.
Let me know what you think
If you wanted to make big improvements to it, I think you need to work on the scene lighting, and try and find a more interesting camera angle for your final image.
If you want to add the lightrays you could use this tutuorial:
https://www.youtube.com/watch?v=gOdTrIB5te0&ab_channel=DaveWilson
In viewing your most recent version compared to the original concept, another thing that stands out to me is the contrast in the wall texture. Your version has wayyy more contrast than the concept -- maybe tone that down or again create a worn version with less contrast that you use as your base texture, vertex blending in the more contrasting version for a slight "pop".
Cheers for highlighting the issue of the overall scene @Tomiajayi and Wendy de Boer. I was expecting the textures to make more of a difference however as you point out at such distance the have little impact. So I have spent a fair bit of time playing around with camera angle and lighting. Still not very happy with it. Having a tough time balancing the mood/lighting of the concept with getting enough light in the scene to get the details in the texture to show.
Doxturtle for the link to the tut was something i was in the process of adding. I think the dark coloured shrine area helps that area stand out a bit betters
More interestingly (hopefully) angled scene shot
Close up shot to try and show of some of the texture details
Still got a few texture to add a bit of wear to even thou i'm trying to keep it fairly clean as well. I am planning to add in the statue that is in the concept to hopeful make it more of a focal point and add the plants in which should a bit more colour variety to the scene. I still feel like the lighting is quiet right and any feedback/advice on this in particular would be super helpful.
Thank you again and please keep the feedback coming
Everything feels artificial, they are all in the scene but don't feel like they are apart of the scene. Too neat too straight etc.
The ware isn't consistent across the scene. Your walls have taken a fair bit of damage and look old yet the rest of your scene and props look brand new. Also on the wall, I thought they didn't really use mortar and the stones kind of locked in together. The concept looks like it has mortar but the brick size is a lot smaller
The paint on the floor seems a bit too reflective, also will you be adding in cracks to match the concept?
The lighting also needs work, feels a bit too intense at the moment. I personally am horrible with lighting so I know the pain when it comes to lighting!
Looking forward to seeing more!
it's back to what I said about the overall look vs the little details. Basically you want to adjust your materials so that they show off their properties for the scene, not for accuracy.
For example you could make your stone super shiny even though it shouldn't. or give way more bump to things that should be smooth. Just so it looks good for the image.
you've got those really nice wall art and fire pillars in the back. and the simple collumns up front
I have a added more wear to all the objects to make them more consistent with each other while making the scene more interesting.
I am also going to add the statue in the end which will hopefully create more of a focal point.
Still to do:
Redo the fire pit
Complete the statue
Adjust the lighting (the sky/ bloom effect being so bright is causing the dark areas of the scene to be too dark) I'm trying to get a more moody feel. And plan to do close ups or breakdowns to highlight individual materials and assets.
Progress on the overall scene
Still need to play with the other camera angles
High poly of the statue - nearly complete (just major wear/damage, chest and crooks to finish) the minor cracks will be done using the texture
Your feedback is appreciated and I'm taking it all on board to try to get better. So please anymore is appreciated
Any last critiques before I do ? Also, thank you for all the feedback that you have given up to now its been a big help.
Like I said the bottom screenshots look great, but I think the top one looks a little dark. I think it's just the shadows in the foreground, behind the pillars and such. I think the fire pit in the middle needs to be a bit brighter. And the eye is drawn to the statue, so I think there needs to be a highlight on that to make it stand out a little. Maybe the skylight points at that?
Right made final very minor tweaks to the lighting. Tried to give the statue a bit more light while still keeping it fairly subtle. Baked it all at production and I'm happy to call this done and move onto my next project.
If you have any more feedback please share it and I will take this forward into my next project. Thank you for all the feedback everyone and I'll see you soon.