Current Progress:
Original Post:
Currently working on this little piece. Wanted an eerie seaside setting inspired by the Scottish Hebrides where I'm from. I've been working on this on and off for a while now whilst also learning the various tools I've needed, but now I'm at a point where I've got a lot less distractions and hopefully production speed will pick up!
Props:
And then I made this yesterday, haven't had a chance to put it in the scene yet.
Any criticism or ideas for what to include in the scene would be great!
Replies
And this is what they look like in the level so far. Texture might be wasted with the fog, but since it's a substance I plan on using the same one for a couple more rock models.
Just slowly adding things. Going to add a pier next to the slipway and more of the long grass. Maybe some seaweed and bits of litter on the rocks.
I'm getting the sense that you want to go for a spooky vibe, but its just not there for me...it comes off a bit bland and desaturated instead. Your lack of shadows is playing a big part of that I think. What is your main light source? I think getting some moonlight casting an eerie glow and creating long shadows would be a good start. Also are you using some fog? Maybe consider pushing it to be behind the house a little more. If you want to get more fog up in the foreground, fog planes might be a better option, so you can have them rolling across the ground instead of just generally desaturating the scene.
Yeah, that's something that putting in a directional light has kind of fixed, gives it a bit of depth. But since it's just a substance, it's always going to look a little flat. I'm going to make another one with seaweed in it and vertex paint it on, so that should help.
@gsokol
You have no idea how hard lighting this scene has been. I've never been happy with it and I've spent hours on it! It's primarily lit with an ambient skylight because I wanted to go for the foggy overcast look, but you're right it doesn't really read well because of it.
I did put in a directional light which helps a little, but it still looks a little strange. What I'm thinking is incorporating a few more lamps into the scene, and making it a little darker to give it more shadows.
This is what I got after spending another couple of hours on it, not sure if I'm happy with it but overcast lighting is such a pain! Also I don't like the pink buoy, so probably going to change that or move it or something.
And a fishing net sack.
The scene really is looking great. Love the shed itself. Glad you switched from vertical siding to horizontal; makes it feel very stern and foreboding, like many old boatsheds are.
I'm having difficulty with the strange reflections inside this shed, not really sure what's causing it.
So my next steps are to get more shedly clutter thrown in the shed to make it feel more lived in. Some ropes and stuff like that. Need to get some kind of mess on the floor, but not really sure what it should be?
Any suggestions to get it to actual video game standards would be really cool! Thanks!
But I'm getting ready to call this finished, so a helpful barrage of everything I still need to do would be helpful!
The transition between the beach and the indoor environment is spot on. I liked the fog outside, the materials of the walls, the rocks... Also, big kudos for not going over the top with the post effects.
Is that a fisherman shed? You could add more variation to the objects you laid out into the shed. There is a lot of paint buckets, but why? Maybe adding fishing rods, fishing nets, fisherman tool boxes, a frame with a bait collection, even a dead fish on the table could add a lot to the story telling of the environment. Also, by doing that you can show your organic modeling skills
Thanks for all the help advice guys, couldn't have done it without you all!
Check it out on my ArtStation! https://www.artstation.com/artwork/Jzd3m