Hey everyone, I'm working on a decrepit bunker science lab, this is still in the early stages and being blocked out in some areas. I figured why not get crits and whatnot early on. First time doing this so not sure what proper protocol is, here is a really rough sketch and some modeling of what became of that sketch, it did get changed around a bit. (the tank in the middle is goin to be glass)
Replies
Wolverine's skeleton is adamantium, duh. What kind of geek-nerd-poser are you?
Ontopic:
This looks very empty. I don't see a lot of workspace, like tables and desks, there's only one cabinet, no chairs and whatnot. Better make a few blockout object and try to fill up the room a bit, before going into detail making all kinds of wires along the wall.
It could also use some big pipes and tubes along the wall and/or ceiling.
Op-Topic:
I'd suggest making the "tub" more interesting. Right now it feels almost hidden.
Of course, much of this can be done with lighting, but I'd suggest making the tub look more....awesome and big. Not sure if this was any help.
Also one thing that I really really suck at is lighting, so any c&c on that would be cool, for my last project in class I spent forever modeling a bike only to show it in class with 'horrendous' lighting (according to the prof) which made it look like crap Also how do you get the shadows to show when rendering? i remember there's a little check box somewhere, thought it was raytracing but couldn't find it anywhere.
Thanks All!
This ons is bad but more so that you can see where the doors are in comparison to everything.
The door!
closer version of the tables, pipes and other objects (Oops forgot lighting for this scene)
Tank pump close up
I don't know if you're still working on that door or not, but I vote you add some more detail to make it more interesting, no?
Also I'm kinda new to making them look good for portfolio pieces...is this generally the right format?