Hey guys!
Recent grad here struggling away to make some decent portfolio pieces (prop/environment art, specifically), and I just 'finished' a piece that I feel could use a bit more love, but I'm not quite sure where to go with it so I was hoping to get some feedback from the talented people on this forum.
To me it feels like the lighting is my biggest problem here (definitely no lighting pro), but let me know what you guys think.
These are screens from UE4.
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Replies
This image is also very dark and overly saturated, too much black and it is hard to look at for those reasons.
Try to make stuff with an intention on showing off your skills, more solid designs help too.
Like I can believe that his robot works:
http://67.media.tumblr.com/8e324fd5f61ad8efb5207439c0582015/tumblr_mrppmaX27A1sf1pjxo3_1280.jpg
And it looks nice too
Good luck!
I realized that for some reason it was looking goon on my one monitor but on the other it is horribly dark and saturated so I'm updating the images. If you can, let me know if it looks any better? (image quality, anyway)
Can't really help you with lighting, especially not inside UE but it definitly could help a little bit of love.
I had trouble actually being able to tell what the 3d model was because the lighting doesn't really help making it very readable.
Everything's hazy looking and not really guiding my eye. Took me 1 second too long to realize that was a robot hand.
Focus your composition onto a single focal point with light.
Ideas:
God rays coming out the hole above.
Heavy rim lighting to silhouette the robot arm
I took your image and desaturated it and checked the levels, see how there is no range of dark to light? Everything in your image is mainly dark. Play with the lighting really push it to get a good range where there black all the way to white. IF you're image works in grayscale it will work in color!
Something else to think of would maybe be adding some human scaled props into the scene, something to really help drive the point that robot's hand is massive.
Considering that there was a collapse in the roof, I would imagine there would be a lot more debris and dust around. Right now you have just a few large "chunks" of the roof around the hand. Some more debris pieces that vary in size would be nice.
Did the robot just crash through this roof? Has it been there forever? Is there a war going on above etc? These little "story" points can really help to push the art more. If it just fell through the roof, using Brian "Panda" Choi's idea of the God Rays(which is great idea regardless) through the hole could really make some dust particles "pop".
Edit: Adding some more color variance in your concrete mats would help. They all look the exact same. Some grime decals maybe for oil stains etc from the cars that would park there on the floor?
I think I'll definitely put in more work, because even if it doesn't turn out amazing, there's a lot to be learned. Everyone loves god rays, and I would like to tell more of a story with it too. It does feel quite bare right now as i is, I agree, and I'll push the lighting more as well.
I added an image below on how I envisioned it - 30 min Photoshop and Tada.
IMPORTANT: I have two monitors and this image looks horrible one one and awesome on the other. If you have high brightness on your monitor, this image should look good. You should be able to see the rocks in the back well.
I would love for you to make another version yourself!
Thanks for sharing!!
CGSociety Live Session w/ Boon Cotter
Let's Make Lightmapp EPIC(and understandable)
Area Lights in Unreal 4
Texture Values for Environments part 1
Texture Values for Environments part 2
Overall, you need to start thinking about variation and dynamics in all aspects of the art pipeline. That helps convey depth, creates contrast and that all feeds right into visual interest. So a great example is that your roughness values seem very uniform, which makes everything seem way more flat then it actually is. So you've got metals and even the painted metals are opportunities for some really juicy bits of roughness variation. But if you want the hand to feel more worn down and rough, then maybe make the concrete more damp and have pooling water.
Lets talk about the storytelling and where you might've missed some opportunities. You have the view directly in front of you of some giant robot or mechs arm that has crashed through the ground into a parking garage. What is the micro story? What is special about this arm and why do we care about it being severed? Did someone pilot the mech and perhaps they detailed it? What is happening on the surface above and how can you convey that without being able to see much or any of it? What is happening/happened around the parking lot?
You've got a good start and I think you can make some small changes that would really help push this scene beyond. Keep it up!
*Note: I'm aware of the weird seam in the upper left. Still trying to figure that one out
You could however have a damaged/rusted car to add some background interest to the left hand side or damage ground under the hand. Where is dug in as it collapsed through the roof. Keep at it.
Also, not a huge deal or anything but, the height of the parking garage says 1.96 m. That's literally my height and in all the parking garages I've been in the roof has never been anywhere near that close to my head (nor the things that hang down to tell you the max height of a vehicle). I usually have 2 ft of clearance if not more. Maybe I just haven't been in enough parking garages to know though.
The hand look really good but i think you could upgrade the concrete meshes. Add more polys (don`t be scare to put a lot of polys), more details and use at minimum 2k maps. Even 4k. It's going to look way better.
I also prefed the first iteration of your image, i don`t think the tree and the grass make sense there. The lighting is better but maybe you could try to switch the sun light to a moon light.
Good luck!