Alex Javor said:
Big part of game art is modeling with efficiency to meet demands of realtime engines. So if you show wireframes and texture layouts as well you'll get the full deal. About the art, only thing I can say is that I think you missed the tone of the concept. Setting the props in a dark dungeon is fine, but I think you should brighten the values of the textures and maybe up the contrast on the edge highlights in order to push the cartoony tone more than a realistic tone. Thats just my opinion of course, maybe you try it and it dont look right but I think right now it just looks a bit flat and grim compared to the original. Also, about your presentation, it is like you are a shy about showing the work you've done. At least half the image is tiling background walls. No reason to show all that empty space. I bet there is a way you can show off your diorama with more drama, wit, flair, style... have fun with it.
Rurouni Strife said:
I caught this over in the GameTextures Discord and figured I'd give what you asked for.The previous comment about the lack of edge highlights is spot on. Some of that can come from smart lighting, but most of that is going to need to come from your texture work. Also agree with wires/textures/mats, especially if you're newer (sorry, maybe you're a pro IDK)Much of the prop materials seem overly glossy (so not enough roughness difference), even more so on the close ups. Like, the wood on the table and the metal supports/trims read as if they are the same reflective value. Parchment is a tad thick for my taste.The scene layout is too compressed. I'd spread it out a little bit more and break form the concept slightly to give this a bit more life-it's so compact right now, give everything a bit of space to breathe. Along the same lines, maybe have one of those books open to expand the story a bit more (moar research!!) I'd not use a stone floor. Maybe a rug or straw on dirt, or marble or...something to add visual interest. The wall and the floor blend into one another, and the difference in stone type actually makes it more visually noisy. You have mostly horizontal reads on the back wall (works great!) and vertical reads with cracks and noise on the floor. Swap it for something that can reduce visual noise and help add another dimension to your work.Don't like the blue flame, go back to orange (to match your lights too).So harshness aside, your work is solid and you don't have any issues with that. At this point it's making sure your materials read a bit better and adjusting elements that can make your scene pop.