Hey whats up Polycount,
I’m working on a portfolio piece — a stylized island environment. (inspiration, sea of thieves) I’ve been focusing on blockout, and overall playability for the past couple of days. scaled to SoT
I’d love feedback on:
Shot composition (do any of these even look ok) I feel like im going crazy or missing something. not sure how to shoot an island for presentation in a portfolio.
Focal points & balance advice?
Here are some quick view port screenshots. Any thoughts while I get to modeling would be super helpful!
I just seam to be lost in the sauce of shooting an island ( anything else that sicks out? let it rip please! )











Thank you a ton!
Replies
Are you aiming more for an exaggerated stylized look (Sea of Thieves style) or something a bit more grounded? Knowing that would help give more focused feedback.
Looking forward to seeing where you take this!
What are the curved spikes on the beach?
The torii gate is oddly placed, for better placement I would suggest reading more about the symbolism behind these gates.
Some of your props are placed alone, which creates an uncomfortable feeling. Probably not what you intended. We have an Art Bible here that has a good explanation of how to create rhythm in prop placement, see "Allods Online - Creating a World in 7 Days" http://wiki.polycount.com/wiki/Art_Bible
Cool idea for a portfolio piece, and you’re smart to worry about shots this early – the island itself can be great, but if the cameras are weak, all that work gets lost.
A few concrete things you can try:
Cluster props instead of leaving them alone. Barrels, rocks, debris etc. work best in 2+1 groupings – two close together and one a bit off – instead of single objects stranded in space. It keeps rhythm and makes the island feel “lived in” without extra meshes.
Use one “rule of thirds” shot and one “down-angle” shot. For the down-angle, imagine a camera on a mast or cliff, looking diagonally across the island so players can read the whole layout in one glance.
Since you mentioned Sea of Thieves: they usually keep about 70–75% of the frame filled with strong, chunky shapes and leave the rest as calmer water/sky. If you do the same and push your warning spikes and torii into that “busy” zone, the mood (hostile, abandoned, maybe one last inhabitant) will read a lot clearer, even before you add final lighting and polish.