Hi Polycount!
This is my first post here, thanks for taking the time to read this. I have been working on a goblin mine scene for a few months and would absolutely love any feedback on how to improve this. I am currently in Unreal Engine, using maya + 3d-coat/PS to paint.
Thank you !
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The first thing you should do now is work on the lighting. It's possible that your textures are too dark too. There's a lack of ambient lighting / moon. I'll follow your progress on this one.
Okay, I tried messing with the lighting a bit more. Added a spotlight for some moonlight, lowered some intensities and gave the trees some light from the lamp. How is this looking?
http://polycount.com/discussion/63361/information-about-polycount-new-member-introductions/p1#make
Maybe it'll help!
What do you think about this?
(Swapped color pallet to orange and dark blue)
Concept: Rockets strapped to cart, metal docks mixed with the wood ones.
Maybe DoF or motion blur would help?
Try bookmarking some different angles, zooming out more, or panning more to the left, and compare them with snapshots.
Perhaps it would be more natural if the cart had more negative space around it.
I think at the moment, your metal on the minecart is the thing that sticks out the most to me. It is not very WoW styled metal.
Some examples:
http://jordtron5000-blog.tumblr.com/image/54097576796
https://www.artstation.com/artwork/wqmlO
https://youtu.be/tQc5KyijzrY?t=1660 (This a great video to watch entirely, but they had a section where they showed the iron horde texture style)
I suggest looking at the metal in WoW, and try to make your cart metal look more like it. And maybe add some of that typical sword cuts into the metal like WoW does.
Update! Lighting has been attached to a skydome and such. Other fixes to cloud cards, and the portal brightness. You might notice that the scene is lighter, and you can actually see the background area now.
If you would like to view my full post on ArtStation, here is a link.
https://www.artstation.com/artwork/qBomD