I like the toon outline on the single mushroom asset shots for the JP Targete Environment. Maybe you can add the black outline to the objects in the scene. Also the mushrooms could use shadows to ground them and the scene is a little cluttered. To make it less cluttered maybe delete most of the mushrooms on the right rock.…
Never had problems with light probes going black. But you do know Unity cant add to the existing light probes at runtime, and will just use the probes from the first scene loaded. To get around this, i have a little editor script that iterates over all my additive scenes, grabs the light probe positions, and the light…
Cheers for the tweet directing us to this @adam. Something that I saw in a Naughty Dog presentation stuck with me about imperfections - try and tell a story with your scene, even a simple one. If your street scene has a battered car as cover, how did it get there? It probably wouldn't get questioned that it was sideways in…
Can't really add anything of use on this one, but like the others said, try to match the proportions of the scene more to the concept. Try to add more detail to the different meshes you currently have adding bits to the chair mechanics you have missed and so fort. Attention to detail is what's really gonna sell this scene.…
That's a very nice concept right there. I few cents regarding the fridge: By adding the SMEG branding to it you're bringing the scene to a contemporary time period. Judging from the concept it looks as though the scene is set a bit more into the past, with all the gearwork etc. This might be my own opinion but maybe have a…
Hey thanks for the crits and the reference image, cholden! I'm currently adding more details to the scene and I will definitely take what you had to say into account. Here's an update of what I've got for the scene sofar. Just updated the scene with a number of more props and better, but I haven't rendered any shots yet.…
Great looking environments. I'd also like to know if you intended these to be realtime or not. If so, there's quite a bit of polygonal wastage in some parts. In the top scene, the roof tiles and window shutters wouldn't need to be modeled like that. For the bottom scene, the chair cushions, radiator, vents and lighting…
Lighting is too uniform and lacks any interest. Solid models, yet material definition isn't very interesting. Needs some props to break up the scene. Think about adding a fire extinguisher, possibly a smaller human size door to indicate a room or storage closet. Hanging wires? Maintenance panels, or a treehouse type hatch…
This is exactly the feedback I was looking for so thank you! To meet your first point, when working on the walls I was unsure how far the windows went down to the skirting board, this was especially difficult to read when you look at where the desk's where placed in the concept but I do see what you mean here, shall…
I don't have any experience with Vray so I can't give any technical advice on how to do better, but I can give you some composition advice. The first issue that pops out to me is the color of the lighting you are using, it is too yellowish and more akin to the color of light that an incandescent bulb would give of not…