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Thread: By The Sea

  1. #1

    By The Sea

    This is my second full blender project after completing a couple tutorials series. Tried the best I can at texturing, however I get the feeling the sunset is pretty amateur. Any critiques would be greatly appreciated, thanks!

    Click image for larger version. 

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  2. #2
    The water's surface looks a little too much likea solid surface. It might help to give it a glass shader instead, or to lower the roughness.

    Also a quick question, is the sun only composited in, or is there a lamp/emitting circle there?



  3. #3
    The water was originally a glass shader however I changed it to try and look a little more realistic. I'll try that though and post the result. Also the sun is a sphere mesh with an emission. I was trying to make the sunset as authentic as possible. I don't think I succeeded.



  4. #4
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    This will fix alot of problems in the picture:
    1. Decrease roughness on water.
    2. Extend the water mesh to the left, or replace the empty space with land or something cause right now you can clearly see that the water is a quadratic mesh. The horizon is the only place where you are allowed to have empty space (Sky).
    3. Planks are too tight and has the exact same uv mapping. Try varying the mapping and separating the planks a bit.
    4. Add a plank benearth the other planks (it should go from the bottom of the screen to the pole at the end, on the right side) as structural support and realism.
    5. Maybe make the clouds continue "towards the sun" or "downwards toward the horizon" to actually show how the sea extends endlessly.

    Perspective could be better but i'm bad at making good perspective honestly.



  5. #5
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    deck looks like it is made out of identical boards and the wood grain is overly contrasted and the wood is too brown. the color saturation is too high. the perspective might be better from standing on the dock. And it would look better if it felt like the dock was directly in line with the setting sun.



  6. #6
    The boards are identical because they are one mesh in an array. I'm trying to think about a better way to do that and remap textures. I'm still really new however I'll definitely post my next iteration.



  7. #7
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    It would probably be good for you to set up a low, directional light-source (basically corresponding to the sun ...) that will cast angled light upon the deck, then actually re-work the structure of that deck so that there are gaps between the boards and irregularity between them. (Each board should not be a carbon-copy of the others.) Work with the texturing so that the boards look more weathered. (These boards look like they just came straight from a YellaWoodŽ display at Home Depot!)

    Also consider adding more posts, and maybe being a bit more imaginative with regard to your camera positioning. Consider how you wish to present this dock.

    For instance, a rather interesting treatment can be obtained by using a zoom lens, positioned further back from the shore, to create a "fore-shortening" effect. It works in Blender just like it does in real life.

    As far as the sea goes ... you should make an artistic decision of just how "stylized" you would like your image to be. My eye is perfectly willing to accept it either way. But, what you've got right now is a very angry​ sea ... underneath a seraphic sky.



  8. #8
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    In reality you should be able to see ~12 Km far at the horizon, here you have the sea extending just some tens of meters; try and put another large plane extending far away toward the horizon.

    paolo



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