Hi everyone
I recently started a project, treasury courtyard fan art from uncharted 4. My main goal is to level up my modeling skills, learn how to create vegetation, tile textures in substance designer, unreal master material and lightning. Hope i can finish it
I plan to add new progress on the environment every two weeks or something like that.
Next goal is to low-poly everything else i have and some of the assets on screens and start breaking columns with balconies.
Thanks for you attention, and sorry for my english, it's not my native language. Critique are welcome.
Replies
Thanks for your attention.
I've been looking to transition into more game class. And that vegetation class looks pretty awesome. Think I have to take the pre-reqs before I can take this class though.
Yeah, vegetation class was super great and useful, you can take it with minimum knowledge of zbrush and maya(or another 3d package) Jeremy explains all in details, so you dont need to know everything.
Thanks
Thanks!
To start, I think your AO is too strong. Be careful to really only use enough, but not more. Don't over do it.
It also looks like you have too much bloom going on right now. I could be wrong about that but the whole scene is coming off very fuzzy at the moment. I would keep bloom to a very low amount.
The second thing your scene is really suffering from is lack of color balance. Almost your entire screen is green at the moment and that's not a good thing. It feels unnaturally uneven. After looking at the original I think the biggest thing you can do to improve your scene is bring out the rich red tones of some of your wood furniture and cabinets. This will be pretty effective in drawing a viewers eye into your image more.
In the original they also included tattered and worn red flags. This is all to get your attention where it should be located.
Be careful to not overdo it though. Keep the red to a handful of pieces in the bunch to keep things visually interesting and natural.
Your sky could stand to be a bit more vibrant as well. At the moment it's quite dull.
Also i need to lower the fog at the scene, maybe keep it only for super distant objects, like the tower in the distance
Thank you so much!
Good luck!
Good luck!
I think you could probably do with less clutter in the middle of the courtyard, it looks a bit visually noisy.
It also looks like you went a bit too far with those saturated reds on some of the woods.
Other than those little things the scene is awesome, I really like how you used the flowers to give different pops of color throughout the scene especially the 4th image facing the steps.
Maybe if you are looking to have a huge impact, I would change the tint of the architecture stone albedo. Push it more white/neutral, and remove the green tones from the structural components. It will have the effect of popping everything else off against it. Maybe its caused by a moss blend at a partial transparency? Or its just green in the base albedo.
Get 'er done.
@shabbai will definitely try to do so, thanks for you suggestion. There is some multiplier in albedo, maybe i just need to turn it off
https://www.youtube.com/watch?v=k70_jvVOcG0
https://www.youtube.com/watch?v=japZUai8jAk
https://www.youtube.com/watch?v=nPnSnHHDVEQ
Thanks!
Good Luck!
https://youtu.be/KdNE6do6FAc
love seeing your artstation, going from one gun to this massive environment!
By the way, just a noob question, in which software did you model those small plants / flowers ? -> http://prntscr.com/j268on
All those details on your model are trully amazing btw, the more i look at it the more amazing details i see ;-;