It seems a little too perfect. a little too clean for my tastes. Could you give us a little more information than just "environment"? Is it a fantasy Sci Fi world, a futuristic garden of eden type thing. and how far along would you say you are, 10, 20, 50 percent? Done?
What type console would this be for....are we talking high end next gen, last gen/wii, or a handheld game? The large stone cirlcles...are they suppose to be 12 sided, or round all the way. Im thinking theyre meant to be round. You gave enough polys to your vase's to make them not appear low poly, why not do the same through out your scene. Also it might be nice to provide some wires, a Triangle/Polygon count and some texture size numbers.
Also I do not like the water you have flowing down (Im assuming its water) since its just a 4-6 triangle piece of geometry with a lil alpha and texture....If it were me I would leave stuff like water, and other effects to be done in engine
I like this enviroment. One thing that is bothering me is the amount of noise in the image, as in the the amount of 'clutter' in the area. There is no main focal point in the image, leaving the eye wandering in all directions.
The main thing that bothers me is the water pouring from the rings with no visible source.
Perhaps having a watery stargate like fluid barrier inside the rings would make the waterfalls make more sense.
I agree about the noise and lack of focus. Perhaps adding some zdepth fogging or depth of field effect on the background objects would help a bit.
The mirroring on the pillars is very noticible as well.
Over all I think it's a nice looking image, just adjusting the depth and those other elements I believe will help out a bit.
Personally, I'd add some geo in those large loops, it's not like they're a nut and bolt on a shield. If they're supposed to be that shaped, I'd chamfer the edges so it didn't look like polygons; that's the whole goal isn't it? In a case like this, I'd assume it wouldn't hurt performance.
The modeling looks decent enough, but I would put a few more sub-divisions into those huge rings. Also, your composition seems to be a little over-done. Try to space out your assets so that they don't overwhelm the viewer's eye. Unfortunately, I think your biggest problem is with the textures and your modeling suffers because of that.
Your environment would greatly benefit from some dirt/grime overlays. That way, you will be able to break up the pattern repeats and tiling in your textures. Since the textures are used over and over, which can be a good thing depending on your budget limitations, you need something else like dirt and grime to break them up.
You can also use things like moss to achieve this as well. There appears to be a lot of sun and plenty of water in your scene, so try to incorporate more organic aspects to offset the over-use of your modular assets.
Your textures look decent enough, but there is quite a bit of inconsistencies with your pixel resolution. Some of your textures are really nice and crisp, while others are noticeably stretched and pixel-ated. Try and come up with a standard texel density/aspect ratio measurement for your textures to avoid this in the future.
64 texels for every 4 ft. is pretty standard. Which break down to 256 pixels per every four feet of mesh. Hopefully that makes sense and helps out!!!
The water pouring from the rings looks really blue. Also, it looks too uniformly flat to pass for moving liquid. Making it slightly convex could make it seem more voluminous.
Replies
Circled area: Seems too bright. It sticks out a lot... sticks out as in.. catching attention.
Arrow: Texture seems stretched and blurry?
Also the textures for the walls/pillars are all very similar.. might wanna look into something more separating.
What type console would this be for....are we talking high end next gen, last gen/wii, or a handheld game? The large stone cirlcles...are they suppose to be 12 sided, or round all the way. Im thinking theyre meant to be round. You gave enough polys to your vase's to make them not appear low poly, why not do the same through out your scene. Also it might be nice to provide some wires, a Triangle/Polygon count and some texture size numbers.
Also I do not like the water you have flowing down (Im assuming its water) since its just a 4-6 triangle piece of geometry with a lil alpha and texture....If it were me I would leave stuff like water, and other effects to be done in engine
Perhaps having a watery stargate like fluid barrier inside the rings would make the waterfalls make more sense.
I agree about the noise and lack of focus. Perhaps adding some zdepth fogging or depth of field effect on the background objects would help a bit.
The mirroring on the pillars is very noticible as well.
Over all I think it's a nice looking image, just adjusting the depth and those other elements I believe will help out a bit.
Keep up the good work.
The modeling looks decent enough, but I would put a few more sub-divisions into those huge rings. Also, your composition seems to be a little over-done. Try to space out your assets so that they don't overwhelm the viewer's eye. Unfortunately, I think your biggest problem is with the textures and your modeling suffers because of that.
Your environment would greatly benefit from some dirt/grime overlays. That way, you will be able to break up the pattern repeats and tiling in your textures. Since the textures are used over and over, which can be a good thing depending on your budget limitations, you need something else like dirt and grime to break them up.
You can also use things like moss to achieve this as well. There appears to be a lot of sun and plenty of water in your scene, so try to incorporate more organic aspects to offset the over-use of your modular assets.
Your textures look decent enough, but there is quite a bit of inconsistencies with your pixel resolution. Some of your textures are really nice and crisp, while others are noticeably stretched and pixel-ated. Try and come up with a standard texel density/aspect ratio measurement for your textures to avoid this in the future.
64 texels for every 4 ft. is pretty standard. Which break down to 256 pixels per every four feet of mesh. Hopefully that makes sense and helps out!!!