bloom is too tight and fine, there's a lot of white blown out areas, most surfaces look like they're lacking normal maps or have too flat of normals, doesnt look highpoly.
I've now added more z-depth, softened the contrast of the lights, added heightmaps to the floor textures, better fog around the lights, and sharpened the textures a wee bit more.
Because I've stupidly posted image links from my portfolio, I've managed to overwrite the old shots, so heres a final render comparison if anyones interested:
thats lookin pretty great man. It really looks like the similar style of rendering dead space used, the normals were not in your face, and non existent in other areas, relying more on lighting and the unique design of things.
I think you translated the concept really well, its a bit sterile in comparison, the concept has a bit more chaotic feel, maybe add more trash and papers and cans etc, but it holds up really well.
I think it needs to be brighter. The dark spots make it more like Doom 3 than Dead Space, IMO. what I liked about Dead Space is that it wasn't shadowfest like Doom 3, but was pretty well lit for the most part.
I think it looks really nice. I dont know if you are making it in some engine or not, but you should really try to get more reflections into the scene. Generate a Cupemap of the scene and make a reflective shader. I think the scene would then look a lot more alive, especially on the floor where you will get a more interesting metal look.
Replies
edit- soften a few of those fill lights
Because I've stupidly posted image links from my portfolio, I've managed to overwrite the old shots, so heres a final render comparison if anyones interested:
OLD:
NEW:
I think you translated the concept really well, its a bit sterile in comparison, the concept has a bit more chaotic feel, maybe add more trash and papers and cans etc, but it holds up really well.
MOAR!