Yes, and that's exactly what I want to do. My goal will never be low-poly production for games or animation. My only aim is the production of 3D hard-surface, and later, organic and artistic models. An example would be a rendering of a spaceship flying in a valley. Or a steampunk boat sailing in a sea. My interest is to…
Hey man, the scene is looking great so far! I like how you have managed to keep it very visually interesting without having to compromise the clean look of it. However I totally agree with SasoChicken about the blue light. Right now it is just way too blue and neon like. And as far as the tiledshot, use tab to pull up the…
Erm.... two really nice paintovers, nice work all round! The colour one is more interesting but the other one, is so moody, I would also go with the one you chose. My suggestions are change the angle of light to illuminate more of the scene? Break that big floor texture with a tileable one that is more corridor esque and…
Done with the tower, it ended up at ~2700 tris. The base rocks are just reused from the wall rock texture. I also added some more cloth sim to the temple, though I'll probably end up toning it down a bit. There's also a weird bit of lighting on the bottom of the watchtower I didn't notice until after the video was…
Your scene lacks contrast. The first time off you were going for a sunset feel, I think that you need a strong directional light with a tint of orange and have the ambient lighting of the dark areas set to a subtle blue-ish colour to avoid blackening of shadowed areas. Have a look at references of lighting, even from your…
digging the progress so far, and i love the composition of your scene with the orange screens on the wall. the scene overall seems a bit too grey at the moment, and i think in general you need to push the atmosphere of the scene a bit more like Matt said. viceral makes great use of light and shadow in their games, so don't…
Have you had a chance to mess with the Time of Day settings for this scene yet? That is what you need to truly bring this as close to the concept as possible, and bring out the hard work you've put into the texturing of this scene. Just click Terrain and on that pulldown menu, click the Time of Day text. A new window will…
Hey dude, This is improving with each iteration so thats really good, what I would suggest at this stage is you take a look at the scene in greyscale this will help you to take the colours out of the equation and focus on how your eye is moving across the eye. You need to have most contrast at your focal point as this is…
EasterIsland Nick! Thanks for the tips! I will always take a little help from anyone. I was making the scenes from some motivational concept art and there were no walking paths in the concepts so I just built away some cool little scenes as i saw them painted. I guess that's the nice thing about personal work, I'm not as…
Thanks everyone for the feedback! You're right, the perspective is weird. I was trying too hard to get the perspective. I've played around with focal length and camera location for probably too long and still couldn't get it to match the concept. I did some other experiments with the actual geometry (Tilting the floor and…