yeah, you're right, I'm still experimenting with the lighting to maybe find a nice blend between the two, I turned some lights on at the bar and increased the skylight a little. it's still an early WIP so I feel like its gonna look better the more I work on it around the end.
This is looking awesome, love the style you're going with. Out of curiosity, how many different tile meshes did you create for your path? Because they seem to blend into the mud, but you also have meshes sticking out, is this just careful placement so they align with the texture tile texture below?
Your color and render choices are nauseating. Find something less saturated and simple so our eyes don't bleed, and makes it easier for us to read the details. You also have a ton of aliasing and weirdness going on. It's as if you rendered it really big and scaled it down, or vice versa. Where is the wireframe?
Looks great! The one thing that sticks out for me is the orange covering up and blending all the other colors together too much. I'd say try to add more color variation throughout the scene, and really individualize each surface such as stone, marble, metal to make them stick out.
You should have plenty of res at 2k if you leave out the scalp cap. Just stack more hair card layers to give it volume and fill all the gaps so you don't see any scalp. If you fade out the roots alpha texture it will blend nicely to the scalp.
Im specifically talkin bout the plants not the entire foreground... most of the plants have the same saturation and color thats why they all work together so nicely ... but the plants on the street have a drastically different saturation and color ... theres nothing wrong in varying the colors of the plants but they must…
Very nice work. I really like the excellent blend between high and low frequency detail. Very well balanced characters in my opinion. You have some really nice rope work on your larger creature. Could you explain your process (If you are allowed of course).
Get some more geometry in those bicycle wheels!! I'd also setup the PBR values for your different materials. Even in this stage it will make the whole piece gel a bit more. In the screenshot of the tyres and oil barrels the floor texture is very pixelated. Use tiling textures and blending to get around this :)
i ran into a problem with shadows dissapearing or fading out when zooming out..how do you fix that? another issue is i created foliage and the opacity part shows as black.. i set the material as a blended mask and i plugged in my textures in diffuse and opacity mask.. thanks in advance..
@Add3r and @Erik Rading - I disagree (respectfully). I think sinking into the atmosphere and *not* popping out is part of the charm of this shot. She's a sharpshooter after all and blends in to her environment. As a pro working at a well known studio, I'm pretty sure 7mch knows exactly what look they're going for.