If I were you, I would put some computer control surfaces or something on the door in the ruined lab scene, or work on the ground a bit, or something. That lab scene is really awesome and I love what you did with the machinery and plants, and the door looks ok but compared to the rest of that scene it stands out as not…
Hey guys, I never got to post my final result. I changed a few of the scene looks but overall It looked well ( I Hope. ) I also tried with different times of day and ambients in the scene. Here is my final Locker piece. A derelict Look and the fire extinguisher... some cardboard boxes and some books to dress the scene.
Thanks @Go2frag ! Here is a terrain base I've been working on, just bringing together a load of kitbash assets and arranging them to make sense in my scene. This is just a WIP BPR render, am currently setting up the scene in eevee for rendering more dramatically (preview of that below) (Incomplete) scene in blender eevee…
The barrels, room and doorway sizes all seem a bit funky. I'd recommend blocking out the scene more, putting simple boxes and cylinders where you want to eventually put props. Not only will it help you get the proportions right before the scene is too detailed, it also a good way to plan your scene out ahead of time.
The biggest problem with the way you built the scene is that you broke the composition by pulling the skull outside of the focal point (the light shaft) so you ended up with two competing points of interest right next to eachother. Less important but you also didn't make the scene deep enough for the lines in the scene to…
I think you should move the sandbags-- or at least move Ben's bike so it is more visible in the scene. Right now, as cool as the scene looks (and it does look cool), you can't really tell that it's a Full Throttle Sequel, aside from the Corley Motor's logo. Hint more at the bike and it's unique shape and this scene will…
I think it looks really nice. I dont know if you are making it in some engine or not, but you should really try to get more reflections into the scene. Generate a Cupemap of the scene and make a reflective shader. I think the scene would then look a lot more alive, especially on the floor where you will get a more…
Nice project! In terms of modeling you have a fairly clean lowpoly mesh, good work here. I think it could use more polys all around since you have very visible facetting, especially on the big round dial in the middle and on the corner piece with where the lanyard is attached. In terms of proportions you have a few errors,…
That's a good question. If you can do amazing scenes, I think that is always better. But if your scenes are just mediocre, focus on individual assets. I think props are fine, esp if you are just a jr artist trying to get your first gig. As your career progresses, hopefully you get to do the scenes at work for your folio.
I think when thinking about the amount of assets in your scene, ask yourself if your scene has enough variety. An empty scene doesn't need more 'stuff,' it needs a sort of variety that shows you know about game art budgets in terms of managing resources. From tiling texture usage/creation to unique props.