Hi everyone!
So I am a little disappointed with all of the environments in my portfolio so far. Not that they are terrible but they also could be better. This time I decided to post my environment earlier in the process to get more feedback. I am working on this environment for almost a week now and here's what I got so far, feedback very much appreciated
!
Replies
I adjusted the lighting, added a path and worked on more tombstones variations, here's my progress
But my problem is that I am not sure what is the focal point in the picture. Is it the building? or the objects in the middle are supposed to be characters?
Perhaps try to move those "characters" closer to the building use some fog sheets to help with focus and maybe try to incorporate some negative space to the left side?
Just an idea
But maybe just use of some fog sheets and by moving the characters closer you would have nice lighting on the building by the lanterns
I made this gate and also added some ivy on the fence
The composition in the main pic could use a bit more work, heres a mockup of how it could look. Basically everything much more dense and closer to the camera. You should also try making the path go directly to the door of the mosaleum. You could also try adding a large dirt patch or paved patch directly in front of the people/door to highlight that area a little more
Also, I am planning to add more props, like a statue, a shovel possibly some crows if I can get them looking good
You could add higher grass in some of the parts where it builds up to show the overgrown nature of things, branches will also work well. Try to add some randomness with the grass scale as well if you can
Vines on the moseleum would work, statues are good but you would only need a few hero props/custom props. Other than those things I cant think of anything else really to add its a good piece just as it is
I already worked on the statue, I don't think I have any hero props at the moment really , besides the building and characters.
So here is an image of the statue together with another angle of the scene to give you guys a more complete look of the environment so far.
Also, that mockup by @JesseL is super where you want to go composition-wise. The far away shots are too busy and all the excess elements are overpowering the focal point of the image.
Your concept is really cool, keep at it
So for the composition, maybe a closer shot like this would work better?
Now using a closer shot like the above, I'll also have to rework the layout, cutting a lot of space on the right and changing the path to only going in one direction like JesseL's example.
Hey MeshMulti, thank you very much for taking the time to do this.
I had seen somewhere that moonlight is around 4100 kelvin and I was trying to be accurate. Didn't knew about the Purkinje effect, makes sense . I shifted my lighting to colder colors, but I think I can get somethink closer to your example later, by using a lut texture maybe?
Also I changed the layout, made the landscape a lot smaller. Let me know what you think.
I really appreciate your willingness to go after this and make big changes! That being said, the Aug 17 screenshot is OK, but I might try using a program like PureRef and overlaying a transparent copy of that mock-up by @JesseL and matching your camera and assets to it. Build on the image from there to make it more your own. Maybe add the gate back in with the foliage pulled back a little to show it off as a secondary focal point like someone suggested. Use those leading lines of the path to force the viewers eyes back to your warm lights, the mausoleum and the people Think in 3d to build the environment, but then 2d to show the screenshot/portfolio image. You got all the elements, and it may just be me, but I'm not feeling the composition just yet. Keep going!
Try changing the level directly from a 2D view then build the level around it, your going after a portfolio pic, if you were going after a pure level you would need game mechanics to build it around. So focus on the end result and build around it
The third pic up with the gate in the shot, its good although the composition is really off. The gate draws your attention with the path drawing your eye there, while the moselium also draws as much attention making your eye dance around. What if you started from the moselium and made all your changes aorund that. So adding the path directly to it, adding the tree's so they accentuate, adding the gate so it opens towards the moselium. Make everything move around that focal point
Have you tested adding more fog and opening up the background mountains a little more, I think even something simple like adding a large moon behimd the tree's and behind the moselium would add a lot to the piece. Especially if you added godrays from said moon
The color needs work, although dont think about that now so much except basic lighting. That's the very last thing you will do in post processing
Keep up the work!
Dont delete anything above, keep them and learn from your mistakes. This is a learning forumn anyway so seeing the direct progress is interesting
For your picture you just posted, heres an idea. Move the moselium to where the gate is, try to line it up on the rule of thirds. Add the path directly to there, in the middle add 1/3rd of the 2d picture to the ground, add another 1/3rd to the background mountains make them nice and big and the rest to the sky
Keep the area from the middle third mostly open so you can see the background better and enclose the rest with tree's, for the gate there is no perfect place to put it. You could try putting it directly in front of the camera opened up fully, you could also try adding it behind the wheelbarrow showing the people having a path and where they came in. As above id love to see the moon shining bright and see the lighting of it, that would also darken up the scene generally and brighten up the warm candles as well
Heres a very quick composition drawup, just very basic but to give a general idea
So now you saw my last post, do you think the color is better? I know I shouldn't worry about it yet
More importantly all of the compositional advice from @JesseL and @MeshMuti is solid gold. Solid. Gold. Take all of it deep into your soul and keep it forever
I decided to lean towards MeshMuti's mockup.
Of course there is still work to be done but I wanted to see If I'm heading in the right direction, don't want to do this all over for another time .
Worked a bit more, mostly on background elements
Thanks everyone for the help!
- You could have reduced the poly count in the middle of the round part of the bowl statue, as well as baked those beveled edges.
- Those candles are really, really bright.
- The roof of the mausoleum could have a lot more dirt and dead leaves on it.
- The tomb stones are dirty enough, but if you had carved chunks out, and broken pieces off, it would really sell the age more.
- The moon is now competing with the attention of the mausoleum.
- Composition-wise, if the ground the mausoleum was on was even more elevated than the rest of the scene, it would have been even more attraction to the eye.
- You could add a dirt or grunge layer with super low opacity to the final images to get a gritty look, and it would add to the picture.
- You could have spread out the floating dudes a bit further, and used them as a guiding path to bring the viewer to look at the mausoleum. It would have been more creepy, but right now it looks like they're having a good chat while huddled together
- I think the texture work on the door could use a little love.
That aside, good work here, looks awesome
I usually don't worry a lot about poly count since the environment is for my portfolio, but certainly it could be lower.
I agree the candles are bright, I had to up the intensity to work for my 1st shot, so in the closer one they are very bright.
About the tombstones, I actually had some chunks carved on the high poly
I guess it didn't translate very well on the texturing.
The composition on this one for some reason was a real challenge . For my next environments I think I'll need to focus more on a solid concept and a good blockout.
Anyway I received great feedback and learned a lot, thanks again !