in my personal opinion, it seems like you haven't decided to model it high poly or low poly you are in between right now, which makes it if ur doing low poly there's alot of places u can save on and make others areas look nicer.
yeah I kind of have to agree with you bright... i was looking at it today and was thinking to myself... is this high poly or low poly... and i wasn't sure. I'm almost done texturing it so I'll have to back and add more poly's because I think I want this to be a higher poly piece.
It's looking good, the textures are starting to shape up nicely.
One thing that will help you match concept art more closely when blocking out your next environment is to set your render size to the same size as your concept art, then right click your viewport label and turn on "Show Safe Frame". Now any viewport grab or render you do can be overlayed onto the concept art and you can see where things line up. You can also set the concept as the background image for that viewport (ALT-B to pick image, right click viewport name to show BG) and turn your mesh see-though to make lining things up even easier.
I think it hurt the scene a little bit that you are working with a widescreen aspect ratio but the concept isn't. So when you line things up with the edge edges of your screen they won't align. I think the biggest detail the gate in the background is being minimalized in your scene when its the focal point of the concept. Right now the window is stealing center stage when it should be much smaller and off to the left.
As for the scene being caught between high and low, I think the scene is low poly and needs some optimization, if you did that, you could afford a few polys to round out some of the sharp corners with bevels, adding bevels will also help you control shading issue
Looking good keep up the good work and keep those things in mind for the next go around
looks cool.
But as to me it seems a bit too much plain color thing, it lacks some more texture feeling in it I guess. Also in some cases shading could be more ellaborated. for example, white tower might need some just under the cupola.
Although it matches the concept farily well...see what you can do with that sky...it is not cutting that well for sky background though it is like that on the reference.
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One thing that will help you match concept art more closely when blocking out your next environment is to set your render size to the same size as your concept art, then right click your viewport label and turn on "Show Safe Frame". Now any viewport grab or render you do can be overlayed onto the concept art and you can see where things line up. You can also set the concept as the background image for that viewport (ALT-B to pick image, right click viewport name to show BG) and turn your mesh see-though to make lining things up even easier.
I think it hurt the scene a little bit that you are working with a widescreen aspect ratio but the concept isn't. So when you line things up with the edge edges of your screen they won't align. I think the biggest detail the gate in the background is being minimalized in your scene when its the focal point of the concept. Right now the window is stealing center stage when it should be much smaller and off to the left.
As for the scene being caught between high and low, I think the scene is low poly and needs some optimization, if you did that, you could afford a few polys to round out some of the sharp corners with bevels, adding bevels will also help you control shading issue
Looking good keep up the good work and keep those things in mind for the next go around
Fitting my work space with the concept is a great idea, and I will do that next time.
But as to me it seems a bit too much plain color thing, it lacks some more texture feeling in it I guess. Also in some cases shading could be more ellaborated. for example, white tower might need some just under the cupola.
Nice composition.