Maybe it's just me, but from here the texture on those tanks reads more like oxidized copper than algae covered tanks. Might wanna grab some ref of algae on fish tanks and take a second pass at it.
oglemeanimations, I was going for algae cover holding tanks. Here are some slightly larger images. The ideation is that this is a floor on a spaceship, i would call it a industrial/cargo level. The tanks would be for shipping live water/liquid based life forms. the whole level is 215850 tris. the tanks occupy 1/4 of the…
i like those top to. really like the one on the right as there isnt super darks but still dark. better lighting. so these tanks are supposed to be clear? and thats green stuff floating inside of clear liquid?
Looks pretty cool so far. Crits: - The glass shader needs work. It looks like you're using a map for the reflection? The reflection doesn't seem to match the environment around it? Think about rendering out a cube/envrio map and use that. - The inside of the tank(s) is pretty nasty but the fish and the water look kind of…
i was going for water filled glass tanks that haven't been cleaned in a while. so i made some algae like sstuff and composited it with a glass texture and a water texture with a composite material. is there a better way to get what i am looking for. i've been staring at them so long, i'm not sure what they look like…
i personally think this scene is lacking a lot of lighting. a cool idea but i think there should be really dramatic shadows in places. ambient occ pass would quickly start pulling everything together. also agree with taking another pass on the tanks. the texture on it seems scaled out of place. like it should be scaled…
here are some updated renders. I took your advice and overhauled the tank glass texture, and also changed up the lighting. please let me know if the renders are too dark, the left side is straight from max, and the right side is after a little post level tu. my lcd is mega bright, even with brightness on 0, lol. so please…