This is my first post on polycount. Pueblo Triste is a Latin environment devastated by battle. You can see a fly through here :http://vimeo.com/19074236. I'm in the process of reworking the lighting. I would appreciate any feedback. Thank You!
Good stuff. I noticed a few problems with floating objects (Debris on the ground) and some scale issues between objects but overall its pretty well done.
I agree with the above posters about the scale being off, I mainly noticed it with he ladders. And the lighting (which you said you are addressing).
Another thing that really stuck out to me were the sand bags, they just don't seem to have the quality that the rest of the scene has. I am not sure what it is but they just stick out like a sore thumb to me.
Other then that I think it looks great, just a few touch ups and you will have a really nice piece.
I really like the outdoor areas, looks very tight! You're texture work is especially nice!
The indoor rubble scene looks like it didn't get quite the same love; The dust motes and light shaft look a bit Half-Life 1, and the rubble has some blurry undetailed textures. It's fine if it would only be visible from a distance or through a window, but you have some screenshots and flythroughs show it off as an important room.
Love it, I think you could polish it up just a little and really make it amazing!
The over all look is really nice! I thought about the blurriness in the last room to, and also the harsh light contrast when you fly into the last "room". The blocks and the wall to the right looks a bit strange. Maybe a lightmap thing?
Sorry for the lack of updates. I've had little time to work on critiques because of school. Anyways, I'd appreciate any feedback again on lighting, proportions, and anything else.
I'm going to re-model and texture sandbags soon.
I'm trying to achieve a semi-warm scene with cool shadows. I've barely scratched the surface on lighting by adding only one dominant directional light with a warm hue. I'm manipulating the shadow color by changing the environment hue in world properties. I haven't been able to achieve my vision yet. Are there any post processing, lighting, or other tips/tricks I should know before I advance? Thanks! Any advice is welcome.
Replies
Another thing that really stuck out to me were the sand bags, they just don't seem to have the quality that the rest of the scene has. I am not sure what it is but they just stick out like a sore thumb to me.
Other then that I think it looks great, just a few touch ups and you will have a really nice piece.
Here's a 1024x1024 texture I made for a building and many assets. (sorry for the watermark)
The indoor rubble scene looks like it didn't get quite the same love; The dust motes and light shaft look a bit Half-Life 1, and the rubble has some blurry undetailed textures. It's fine if it would only be visible from a distance or through a window, but you have some screenshots and flythroughs show it off as an important room.
Love it, I think you could polish it up just a little and really make it amazing!
I'm going to re-model and texture sandbags soon.
I'm trying to achieve a semi-warm scene with cool shadows. I've barely scratched the surface on lighting by adding only one dominant directional light with a warm hue. I'm manipulating the shadow color by changing the environment hue in world properties. I haven't been able to achieve my vision yet. Are there any post processing, lighting, or other tips/tricks I should know before I advance? Thanks! Any advice is welcome.