For a nighttime scene, the stylized fantasy scene seems much too brightly and uniformly lit. I'd greatly reduce (or even eliminate) the ambient light, and have a distant omni lightrepresenting the moon giving a faint light. The primary light for the scene should be the bluish glow from the crystals and the yellowish glow…
I second third and fourth this, one thing that is crucial is details and how they lead the eye, it's obvious that from this camera angle that the scenes focal point is in fact the light coming over the planet, that forcefeild obscures that and makes it just look damn cluttered, the level of detail and distractions is too…
Scene is looking cool! some feedback: My biggest comment is that the scene is very flat, and the pumpkins have a lot of forced shading on them, which makes them feel awkward. Its hard for the eye to rest in the scene, hard to dance around and find things, when the values are pretty even. Its also missing a lot of…
@RN that's a interesting approach. def will remember that. I had considered doing this for 1 dense mesh with laods of verts, but didn't thought you could use it to create new meshes atm I managed to get "multithreading" to work between several max instances. so every max instance on its own isn't multithreaded. But they…
@Zipfinator: Theyre intended for both vehicles and humans. Youre totally right about the degree, I just imagined myself walking up that and it definitely wouldnt be the easiest thing hehe. Theyre not going to be stairs, but ramps to a different street. I basically added them to add some interest to the scene and not…
I agree with mrgesy, the contrast of the overall scene could be adjusted as well... your scene is too bright and your concept follows more of a yellow blend with a soft blue sky light/bounce light from the bottom that's giving off that browny/green tint in the shadows, I'd have one spotlight from directly above the sphere…
Hey there Guys @ Holland Thanks for the tip. The 2sided option removed the invisibility of the pipes. Thanks for that. And for the scene, well i decided to create three last screenshots and call this done. Its purpose was mainly to get myself comfortable with the engine so thats been done. However id like to create a new…
I guess the thing that bugs me the most is the general scale of objects. Even if you put very believable textures on those pieces atm I still wouldnt get a sense of reality because they are so far off in scale. If you make a box thats roughly the proportions of an adult human and move it around the scene, does it feel like…
@ Hayden and Kenobi - yea, i didn't even realize that's what the idol was either until I started getting on prop forums and getting screenshots for reference. It's based on a larger aztec fertility idol, which is surprisingly even more detailed and creepy. @ Wesley - thanks for the advice on reference - i've only played…
Depends on any number of things. What material library is this material from? Is it an arch viz mat, mental ray mat, etc? Refraction settings in the material itself play a big role in how they render. Finally, you need to have high raytrace settings, as well as modified FG/GI/Caustic settings for glass to render properly.…