Just finished this scene, here. It took 1 week, modeled in max.
Any advice or crits would be welcome, I'm calling it finished for now, but I'll use all the advice I can get before starting my next scene.
This is just a scene I came up with to try beefing up my portfolio (Because I'd really like a job! =D)
Anyway, this is my first work posted on this forum, too, so here goes!
Replies
The cave walls are round rocks stuck on what appears to be a flat plain. While the rocks themselves appear to stick out, it has no depth. It actually looks like a very large cobblestone street as opposed to a cave wall. Some serious big shapes, cracks and depth is what it needs. Additionally, there's those double pipe to box things on the wall CLEARLY clipping through the rocks.
No shadows. Lots of dark shading, but nothing is casting a shadow on anything. This makes the crates appear to float, same with the handrails, etc. Speaking of the railing, why not have it on the bridge? Seems that'd be a specific place where people would want it.
I'm also not seeing an sense of scale. Not sure what to tell you there. Maybe some more human sized things that people would walk up to and interact with.
EDIT: btw, I hope I didn't come off too harsh. Overall, it actually looks ok. My aim was to say "hey, this is this guy's portfolio piece, make it 'wow' the audience and remember this guy."
Thanks for being harsh/honest, its what I need!
http://xbox360media.ign.com/xbox360/image/article/744/744356/gears-of-war-20061107034946815-000.jpg
Here's another example, not really the best, but quick I found it quick. Again, you'll notice it's a large, omnious structure centerpiece. with big shapes, colorful lighting and atmosphere to define everything.
http://forums.cgsociety.org/showthread.php?f=132&t=552697
The walls around both are unimportant because of the scene composition. I'd keep the surrounding walls simple and dark with a large cliff/rock texture on them. To hide the clipping, either pull them off the walls or tediously align each section so it does not clip (they are modular in design, this shouldn't be a problem).
With that in mind, I REALLY crapped out this concept (more of a layout design) just to give an idea of how I'd rebuild the same scene. As far as the cave walls itself, I'd consider them far off to make the lake itself grand, tall and hidden by lighting and hazy green nastiness. Big, multitiered, huge exhaust pipes polluting the scene, good times.
http://img87.imageshack.us/img87/7962/crapfactorypk2.jpg
In addition to that, the specular values for everything looks pretty much the same. I'm guessing that you're working on spec maps? This would really make things pop.
It looks like a good start. Ambient occlusion/grime pass as well as a spec maps would really take this along way.
Nice though