I think you're doing a decent job on this, you're definitely on a good path.
The thing that sticks out a bit are the occasional sharp edges where there should be more geometry. You shouldn't be afraid to add more geometry where it matters.
In terms of lighting I think I'd try to have more ambient lighting, so that the shadows aren't so dark. Wouldn't go crazy with it though.
I'd also think in terms of individual shots, place cameras carefully, perhaps reduce the FOV so there's not as much skewing going on. Maybe play with some DOF.
I think you're doing a decent job on this, you're definitely on a good path.
The thing that sticks out a bit are the occasional sharp edges where there should be more geometry. You shouldn't be afraid to add more geometry where it matters.
In terms of lighting I think I'd try to have more ambient lighting, so that the shadows aren't so dark. Wouldn't go crazy with it though.
I'd also think in terms of individual shots, place cameras carefully, perhaps reduce the FOV so there's not as much skewing going on. Maybe play with some DOF.
Thanks, I'll see about adding more geo and lighting.
Looking great! Regarding frndbl's comment, the only thing which has low poly geo which really stands out to me is the machine in the center of the room. It's blocky. Couldn't find anything else which stands out though.
Replies
C&C is always welcome.
What do you think?
The thing that sticks out a bit are the occasional sharp edges where there should be more geometry.
You shouldn't be afraid to add more geometry where it matters.
In terms of lighting I think I'd try to have more ambient lighting, so that the shadows aren't so dark.
Wouldn't go crazy with it though.
I'd also think in terms of individual shots, place cameras carefully, perhaps reduce the FOV so there's not
as much skewing going on. Maybe play with some DOF.
Happy Early 4th Polycount!
Here is the block out:
Thanks.