Hey Chris, Technically your work looks sound and as long as you keep working at it you'll keep improving. Keep looking for critiques and making progress. What i think your work is lacking is story. Whats going on in these scenes or with your props where have they been who owns them how are they used and why? I like your…
Definitely progressing. A few notes though: 1. In your scene the arch etched into the wall with all the circles on top in your scene appears to be flat, but in the reference image it looks more like it's protruding from the rear of the building. Not sure if this is your personal take on things but I think making it…
Thanks for the feedback guys, I do agree that the terrain looks rather random at the moment. I'm trying out a different direction this time and probably something a bit more realistic as a goal for a portfolio scene. I'm going for a more stylised scene based on references such as Miazaki's art (studio ghibli). The goal is…
I enjoyed much of your hard surface work, and the modeling looked tight. In the spirit of nitpicking critiques however Maybe its just me but it took me a moment to grasp the opening scenes' composition. Each individual model looks good, and I appreciate the fact that there is a strong foreground, a mid-ground, and a…
Hi. I really like your scene so far. Good attention to details. The scene is recognizable after concept. The modeling stage is solid. And I like how the scene is improving. The thing that your scene is lacking is good lighting, as others have pointed out. I did a quick paintover over your first image. I hope you don't mind…
I've been working on a project for 3d model's steampunk new history competition (located here if your interested in it https://3dmodels.org/steampunk-new-history/ ) I decided to go with a steampunk batmobile, located in a Victorian Gotham. I've been working on it the last month or so for a few hours every night. Here's a…
So there is a pretty big difference between a skinned and non-skinned mesh. So your test cube will need to be skinned to a joint in order for your testing to function. If it's a non skinned object, it will use the scene pivot as the objects pivot. Usually you have to move the object to the scene origin, export and then…
I've been studying the unreal engine scene "realistic rendering" in order to improve my understanding in how to light in unreal. I emptied out the scene and just started with walls till the lighting looked similar to the scene I was referencing. I've been looking at the materials in the referenced scene trying to…
@rvjain I will
leave some feedback for you. Here are some things that struck me. Adding some
sort of moulding that connects the floor to wall, so the transition isn’t so abrupt. More
roughness on the ceiling. IMO by having the ceiling like a mirror makes the scene
a bit disorienting. I also
think you should work on the…
@Staubkopf: Thank you! Haha, good idea! @Mathew O: Thanks a lot! I finally found a couple of hours to continue on the scene. Big thanks to everyone who's commented and helped me improve this scene! Some minor changes i did today: - New sun-direction - Added Distance field shadows - Tweaked the fog - Darkened the bark as…