Your shadows are a bit too dark at the moment, mainly closest to the camera, virtually hiding it in shadow, so pumping up the light for it would be great so we can get a hint of the mesh under the shadowed area.
Your carpets look a little blurry and low rez.
Other then those observations It's a really nice scene, very colourful and atmospheric!
Your shadows are a bit too dark at the moment, mainly closest to the camera, virtually hiding it in shadow, so pumping up the light for it would be great so we can get a hint of the mesh under the shadowed area.
Your carpets look a little blurry and low rez.
Other then those observations It's a really nice scene, very colourful and atmospheric!
totally agree with on both points, still working on the light to get it to be not so dark in that section. Also ill see what the floor looks with a 512 instead of a 256. also its not carpet its some kind of super reflective marble or something. I'll hopefully get these updates up soon enough.:poly142:
Looks nice. Main issues with the image is the bloom, the shadows and the glaring specs on the wall to the right. Right now it looks like you are trying to hide something.
Some fake subsurface scattering on the candles would be sweet... or at least make it so the lightest area is on the top.. right now it's darker on top which is very weird.
ok update with bloom that shouldn't blind you when you look at it and also messed with the post processing a little bit, going to see if god lights might help the scene out:poly142:
That's looking great. Not so much bloom and the colours are standing out nicely.
But I can't help but think what those candles are made of to make them burn so bright lol. Kinda looking like flares at the moment. Unless that's what you're going for
Beautiful scene and I will continue to follow this thread. In regards to the candles, you could maybe turn them off and leave the sun light as the main source of light. It would then make the centre of the courtyard the focal point. Keep working your skills
For my money, the original lighting setup was a far more evocative and gave the scene a better sense of depth. Whether entirely realistic or not, the almost silhouetted stuff in the foreground worked really nicely.
i've gotta agree with jackablade. also, that patterned tile in the foreground could use a lot more resolution. looking pretty nice sweet, though. :] i like the composition.
There was somewhat better depth in your first pic, mainly because of the bloom that gave the corridor the depth. Ironicly, bloom was also the thing that made your eyes sore. If you can somehow use a depth filter without the extra bloom?
Hey man, sorry I didn't read through the whole thread, but I just see you posting lighting tweaks and stuff like that, but for me it feels like the main thing dragging the piece down is lack of consistent scale in the foreground.
I mean, a plant jar being 2 times thicker then a support column makes the column look puny undermining all the grandeur of you architecture. And what's with the fat ass candle? Why is it 3 times bigger then the others all of a sudden. Furthermore, I've never seen different size candles being used on the same candlestick. It's just impractical. And the candlestick itself could be smaller too.
#2 Come on, man. You're just selling yourself short here. I bet you can do more then detach, cap and call it done. This really makes it look amateurish and spoils the impression. Break it up a bit, make a unique texture with some cracks and little rubble around. Also don't be shy to add a bit more segments to cylinders to make them look round. It's a portfolio piece and you don't have to worry about optimization that much.
I also the second that the foreground floor thing could use more resolution. Also proper reflections like in the concept would benefit the piece.
If you're looking for things to add, some doves would def. liven up the scene.
You've got a solid piece going on, man. I really like your lighting so far. With a few tweaks you'll be golden.
ok thanks for all the advice guys, i will see what I can do to correct the scale problems, I put it in the new march udk so I will see what i can do with the lighting in their, also the floor has mass reflection but its not showing up very good for some reason, ill see why. And I think ill take that broken vase into zbrush and see if I can't make it better. Also doing the brawl challenge so updates might not come very quickly.:thumbup:
Replies
Your shadows are a bit too dark at the moment, mainly closest to the camera, virtually hiding it in shadow, so pumping up the light for it would be great so we can get a hint of the mesh under the shadowed area.
Your carpets look a little blurry and low rez.
Other then those observations It's a really nice scene, very colourful and atmospheric!
totally agree with on both points, still working on the light to get it to be not so dark in that section. Also ill see what the floor looks with a 512 instead of a 256. also its not carpet its some kind of super reflective marble or something. I'll hopefully get these updates up soon enough.:poly142:
Some fake subsurface scattering on the candles would be sweet... or at least make it so the lightest area is on the top.. right now it's darker on top which is very weird.
Very nice work on making it modular though.
is it just me or is it look like the shadows are getting washed out by the GI now.:thumbdown:
I will continue to work on the lighting among other things.
But I can't help but think what those candles are made of to make them burn so bright lol. Kinda looking like flares at the moment. Unless that's what you're going for
I mean, a plant jar being 2 times thicker then a support column makes the column look puny undermining all the grandeur of you architecture. And what's with the fat ass candle? Why is it 3 times bigger then the others all of a sudden. Furthermore, I've never seen different size candles being used on the same candlestick. It's just impractical. And the candlestick itself could be smaller too.
#2 Come on, man. You're just selling yourself short here. I bet you can do more then detach, cap and call it done. This really makes it look amateurish and spoils the impression. Break it up a bit, make a unique texture with some cracks and little rubble around. Also don't be shy to add a bit more segments to cylinders to make them look round. It's a portfolio piece and you don't have to worry about optimization that much.
I also the second that the foreground floor thing could use more resolution. Also proper reflections like in the concept would benefit the piece.
If you're looking for things to add, some doves would def. liven up the scene.
You've got a solid piece going on, man. I really like your lighting so far. With a few tweaks you'll be golden.
Cheers.