I really like your AR/VR pieces and the pumpkin textures/materials. Your large environment, however, suffers from very flat and inconsistent lighting. In a way, it looks more 2D than the concept. You did set additional lights and rim lights for important pieces, which is good in principle, but it's only partially motivated…
Great work on production and stylization. I really appreciate the craftmanship. My biggest issue with the render is the lighting. Specifically the value focal points is falling off the page. It's ok to have the breasts be the focal point but then you need to frame to that focal point. And it's impossible to give the image…
So compositionally, right now the desk and the window are fighting for dominance. Figure out which one you want as the focal point, and have the greatest area of lighting contrast there. Either make the candle brighter and the window darker, or the window lighter and get rid of the candle.
Its kind of a crude paint over, but I think it might help illustrate some points. I feel like the modeling and texture work on this is pretty solid. It might help to refine some things here and there, like the wooden drawers could use more grundge to help match the rest of the scene, but thats a knit pick. Id say the…
Hi guys. Hoping someone could give me some pointers on an effect I'm trying to achieve. I thought it would be quite simple but really struggling to understand why it's not. I want to create this: A paper lampshade where the light is visible through the material, and falls off as shown in the picture. Bright in the centre…
Good morning! Firstly, good on ya for changing the composition. I think it's loads more appealing, plus, you can't deny that sweet color contrast. Here's a few things that come to mind: * Key/Focal Light Execution * Fog/Atmospheric Scattering * Post Process * Some Technical Suggestions Before I go too in-depth, it might be…
Looks good! The stone texture might need a bit more detail. Right now it looks a bit flat; try out a few different noise maps for the normal map to see how it catches the light. You might also want to think about what part of the scene that you want the viewer to focus on, and lead their eyes there with the help of…
Hi everyone! I’m pretty new to UE5 and real-time rendering, and I’d really appreciate some feedback on this scene. My main goal here is to achieve realistic, volumetric lighting and overall atmosphere — something close to the reference image that I’ve attached as well. Right now the scene doesn’t feel quite there yet,…
There are a few things you can do but they might lose the cartoony effect you have going on. Right now all your shadows are in midtones so you could do an "AO" pass and darken stuff like their armpits and groins. Another thing is you could have a fall off to the light. The knees are just as bright as the light hitting…