Thanks for the feedback! Really appreciated! Latest updates: Sentinel baked down and implemented into the level. Spent a few hours getting Swarm set up on my laptop, so I now have a little 2 machine render farm. Lighting builds go significantly faster! Initial lighting pass done. A little closer to what I envisioned, at…
Oh man this is looking rad! One thing that stands out to me so far is that I feel like the background is so left-heavy because of all the equipment, vs the open space with the sentinels on the right. Balancing this out will help quite a bit...you might be able to do it all in lighting...if you really play up the lighting…
Your scene is really coming together. I would definitely agree with the rest on the lighting. It's a bit scattered at the moment and I think it's distracting from the composition a bit too much and I can't tell where the focal point is anymore. I think you could tackle this in a few ways. Try killing a few of the tiny…
Great feedback! Thanks Will. Keeping that sense of scale is something I've been struggling with a bit, it's hard when everything is proxy and/or untextured. I'm planning on lots of cables attached to the Sentinel itself and hanging from the overhead cranes above, and it's hard to see right now because of the temp lighting…
Hey Polycount, I've got a couple of weeks of work on this so far and I'd love to get some critique. As the title says, I wanted to build a fighting game environment taking place in a Sentinel factory. I'm currently working through all of my proxy assets and doing the high-res models and bakes. I'm currently debating on…
Oh snap thats looking good! I think sticking to the initial camera spot and using lighting to balance the space was the right call. You have a really nice foundation to work from here, looking forward to seeing where you take this!
I'm gonna say this ver lost it's tight lighting. There r now colors bouncing everywhere without a clear design. In the previous version, which simply had less, the ambiance was cool and some local lights were warm. Less was more. Now it's completely mixed in my eyes... Maybe look at it fresh with as many lights as there…
This scene is really cool! Great work so far! The lighting is a bit just.. blah at the moment. Sure you have some colors poking through, but nothing is really driving the focal sections of your piece. What I think may work really nicely is if you popped the foreground sentinel with an.. orange/red tone and then the…
Thanks everybody for the feedback! Here's the latest: Lighting iteration, hopefully I get some more foreground separation and push the background a bit more. Height fog is tweaked, scene should have some more depth. Did a pass on the emissive and bloom PP. Sentinel and fight stage emissive should be more interesting, BG…