Home 3D Art Showcase & Critiques

Dungeon Environment - 1st 3d project

polycounter lvl 2
Offline / Send Message
Rakisan polycounter lvl 2

Hi guys!

I wanted to learn 3d so I started this project to experiment with different softwares. It’s my 1st try at 3d and I wanted to get some feedback since I'm figuring it out as I go and plan to continue learning and get better.

Parts of it was done following Tobias Koepp tutorial, the rest is my spin on it.

This is the low poly version as my computer can’t handle the High poly one but I made wips for the h.p. part




Maya / Zbrush / Topogun /3d coat /Photoshop/ Marmoset


Replies

  • Texelion
    Offline / Send Message
    Texelion polycounter lvl 8
    Hey Raquel, that's a really good start. There are just three things that bother me in your scene : 

    - some areas, especially the wood, have waaaaay too much noise/details. You could tone that down a bit, especially with this really colored lighting, it gives a cartoony/stylized feeling which doesn't match highly detailed assets ( would work better if it was realistic ).

    - your specular is too strong and too uniform almost everywhere, making materials hard to read and giving a wet feeling to the whole scene.

    - the carpet and banner are totally flat ( and noisy too ), you should try to give them some folds and thickness like if they were made of heavy clothes.

    Other than that it's a really nice first try.
  • Rakisan
    Offline / Send Message
    Rakisan polycounter lvl 2

    Hey Texelion, 

    Thank's a lot for the feedback it help a lot! 

    -So overall tone it down and now that you mention it I indeed overdid the details part. I'm gonna be more careful to not overdo it.

    - I wanted to go with a semi-realist style but don't really know how to archive this kind of style. And Gonna keep in mind to not mix colourful lightning with  highly detailed assets.

    - The humid atmosphere was intentional actually but seem like I did it wrong, any tips on how to archive this without making everything uniform or too wet looking? 

    - Gonna follow your advice and look for tutorial on clothes for folds ! 

  • Texelion
    Offline / Send Message
    Texelion polycounter lvl 8
    I think the wood from this part https://us.v-cdn.net/5021068/uploads/editor/ve/dhg71ec8fa01.jpg is really where you've put too much details. Maybe the beams too. The thing is, with the heavy spec those details are really visible. So maybe toning down the spec would make the details less visible.

    Also here is an example for the rug thickness, and you could add some holes in it, and make it less noisy, and add some color variations : 



    Here you can see a banner and a rug too, a folded rug : 



    See how the banner has little folds, stains and goes darker near the bottom ? Would be nice if you could do the same.
  • Rakisan
    Offline / Send Message
    Rakisan polycounter lvl 2

    I see, will see if I can modify the maps a little!

    and thank’s for the examples they are some very nice reference ! I din’t think at all about the colour variations , gonna take not in overall for futures project too.

Sign In or Register to comment.