Only thing that jumps out at me is the scale on those cobble stones.
In the concept the relative size of the grass is much smaller and the stones are lower & their texture less detailed. This helps sell them as large blocks; right now they look like small blocks compared to that grass but the human scale established by the doorway, treasure chest, ect, is thrown off by them.
Its less of an issue in the farther shot, but i still see it.
As jocose said, those cobblestones, the ones up close, look a bit off. It's quite nitpicky, but I think a bit of work on those could lift the scene even further.
My main concern with them however would be possibly flattening/smoothing out that area bit to make it less eye-catching, or, possibly add a little more detail to them to make em less boxy.
I would also have loved to see a bit more contrast on the building and the owl head specifically, just to make it pop a tad bit more. And possibly, getting rid of this one branch or rotating it up a bit not to obscure as much of the view and draw less attention:
Now, this is all super nitpicky, and just some things I would've done if this was my scene. But really, don't worry about it, all in all I think this is great. So good job dude!
/edit: oh, lastly, (and maybe) juuust maybe, add an extra point light to make the chest pop a bit more. Not sure, but could look good. And that way you'll have those major three points of interest, the foreground light, the owl-head, and the chest all clearly visible and available to rest your eyes upon
Oh, and take this all with a grain of salt. I'm not superman... or... am I? :shifty:
Yeah, I don't think you need to start putting more focus on the owl head or the chest etc. This is a background for a fighting game after all. If this was an RPG or something where a player was making their way through the level then I think you would want to accentuate the various points of interest. But as I say, this is a stage for a beat em up and so I like how you've subdued those elements so that they wouldn't dectract from whatever action would be happening in front. If anything I would brighten up the foreground (assuming that that is where the fighting will be taking place). I really like the shapes in those branches too - very faithful to the original Darkstalkers scene - they give great silhouettes, particularly further back in the environment.
I think the lights are a bit too toxic green, I'd slightly desaturate them and maybe shift the hue to be a bit more blue. Might also be too... consistent? Like, could try having a subtle gradient so the center of the light is brighter than the top and bottom.
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http://www.polycount.com/forum/showthread.php?t=82832
In the concept the relative size of the grass is much smaller and the stones are lower & their texture less detailed. This helps sell them as large blocks; right now they look like small blocks compared to that grass but the human scale established by the doorway, treasure chest, ect, is thrown off by them.
Its less of an issue in the farther shot, but i still see it.
otherwise great images, congratulations.
My main concern with them however would be possibly flattening/smoothing out that area bit to make it less eye-catching, or, possibly add a little more detail to them to make em less boxy.
I would also have loved to see a bit more contrast on the building and the owl head specifically, just to make it pop a tad bit more. And possibly, getting rid of this one branch or rotating it up a bit not to obscure as much of the view and draw less attention:
Now, this is all super nitpicky, and just some things I would've done if this was my scene. But really, don't worry about it, all in all I think this is great. So good job dude!
/edit: oh, lastly, (and maybe) juuust maybe, add an extra point light to make the chest pop a bit more. Not sure, but could look good. And that way you'll have those major three points of interest, the foreground light, the owl-head, and the chest all clearly visible and available to rest your eyes upon
Oh, and take this all with a grain of salt. I'm not superman... or... am I? :shifty:
Cheers