If i may, there are some issues that immediately stand out:
1. the specularity on those buildings in the center is too uniform and unrealistic and you can determine that the map ends abruptly after those buildings; maybe extend the floor and add some buildings on the left side so that the specular/reflection dims down a bit; also, add some variance on the facades in order to break the uniformity of that specular.
2. i'm guessing that the lighting is not final because it doesn't match the sky at all; the sky is very blue and noon-like whereas your scene is late evening / sunset like.
3. regardless of the time of day, there are some areas highlighted in green that can greatly benefit from a boost in lighting; what's the point in having great assets and textures if they're in almost pitch black.
teodar23 Thank you for the feedback! I completely agree, and these are the areas that I am currently working on right now: filling up the background with vista buildings and vegetation and working more on their reflections and glossines The lighting is WIP as well and very dark right now, with a lot of information lost in the dark-dark shadows, true. Still a lot of work to be done :-)
Aww yeah! Great work dude! So much goodness in there! Stuff that came to mind looking at it! - I'd love to see more separationg between the upper left buildings in the background. Great detail of there and I feel like it's hiding in the thick hazy. Get some of that lovely silhouettes going! - Thinking about the main shot mainly, the top of the house on the right pops out as a little fabricated. Nailing the cavity grunge and grime on it would sell all the rest of the scene as more detailed. All the houses beyond that point in depth have sweet details. - It would be awesome with some shroom growth coming out from the corpse and up on the hood or side of the van? The character gets a little lost as of now. - I wish there was more contact shadows on the foreground broken asphalt. And the flat asphalt needs some nice porous surface that catch the light. - As with the detail on the house, nailing some nice small silhouettes on the grass against the asphalt would also bring more detail to the rest of the scene. - There's lots of yellow/brown tints with the buildings and I feel like because of that the car is a lost opportunity to lead the eye around the image a bit more. Like a contrasting pale blue would pop it very nice against the buildings.
Hey, thank you for the feedback! These areas are definitely going to be given more polish. I just need to actually get to them 😁 So much work yet to be done 🤯
Main issue right now is the lighting / skydome and atmosphere. The height-falloff on the fog is way to crazy. Also the sun should be more blury. The backdrop doesn't look HDRI somehow. With the buildings this bright the sky should be a lot brighter. It helps to think about camera exposure and compare a few values.
Gorgeous piece mate, Is that dynamic lighting going on or did you go for static light? Mainly thinking of the foliage and SSS. And for the vegetation i guess you did a Zbrush highpoly sculpt /Paint and SD for editing?
Gorgeous piece mate, Is that dynamic lighting going on or did you go for static light? Mainly thinking of the foliage and SSS. And for the vegetation i guess you did a Zbrush highpoly sculpt /Paint and SD for editing?
Thank you! The lighting is fully dynamic. Mesh distance field shadows are used on Ivy meshes. Without them the ivy wood look very flat and almost with no shadows/AO.
I use Subsurface on all foliage. I sculpted several Ivy leaves in zBrush and baked them into one texture atlas. For the grass I just took several megascan grass textures and arranged them into a single grass atlas. I did not bake the grass, because the grass from megascans already had normal map. Did some light touch-up of the grass textures in photoshop. I then mapped the grass onto flat/slightly curved polygons and arranged them in Speedtree into grass 'islands' that I could scatter in Unreal.
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Made an overpaint to plan the work ahead
Thank you for the feedback!
I completely agree, and these are the areas that I am currently working on right now: filling up the background with vista buildings and vegetation and working more on their reflections and glossines
The lighting is WIP as well and very dark right now, with a lot of information lost in the dark-dark shadows, true.
Still a lot of work to be done :-)
raw scan:
sculpt
low-poly
Would love to see a breakdown for some of these assets
Stuff that came to mind looking at it!
- I'd love to see more separationg between the upper left buildings in the background. Great detail of there and I feel like it's hiding in the thick hazy. Get some of that lovely silhouettes going!
- Thinking about the main shot mainly, the top of the house on the right pops out as a little fabricated. Nailing the cavity grunge and grime on it would sell all the rest of the scene as more detailed. All the houses beyond that point in depth have sweet details.
- It would be awesome with some shroom growth coming out from the corpse and up on the hood or side of the van? The character gets a little lost as of now.
- I wish there was more contact shadows on the foreground broken asphalt. And the flat asphalt needs some nice porous surface that catch the light.
- As with the detail on the house, nailing some nice small silhouettes on the grass against the asphalt would also bring more detail to the rest of the scene.
- There's lots of yellow/brown tints with the buildings and I feel like because of that the car is a lost opportunity to lead the eye around the image a bit more. Like a contrasting pale blue would pop it very nice against the buildings.
Again! Awesome work!
Hey, thank you for the feedback!
These areas are definitely going to be given more polish. I just need to actually get to them 😁
So much work yet to be done 🤯
I use Subsurface on all foliage. I sculpted several Ivy leaves in zBrush and baked them into one texture atlas. For the grass I just took several megascan grass textures and arranged them into a single grass atlas. I did not bake the grass, because the grass from megascans already had normal map. Did some light touch-up of the grass textures in photoshop. I then mapped the grass onto flat/slightly curved polygons and arranged them in Speedtree into grass 'islands' that I could scatter in Unreal.