Great set of detailed assets. My first thought though is how busy the scenes are, I think you need composition (lighting, color, shape) to guide and please the eye. We have some things here that may help: http://wiki.polycount.com/wiki/Concept_Fundamentals#Composition Second thought is the ground looks like a solid color.…
1. A script that converts a texture file node to a .psd node. 2. A script that randomizes selected uv shells position constrained to u or v and with a min/max distance range.
Spilled Coffee / Still Life CGI I am open to any critique about the photorealism of this render. Could you give me any advice on how to improve or give me directions for the next step for better quality? I really would like to advance more on the right path. Do not hold back the criticism. Thankyou!