A while back (2 months or so) I started a project with some abstract sort of graveyard in it. I haven’t done anything on it for about a month now, I started working on it again today and decided to go for an entirely different approach. I’m still a big noob on lighting (and procedural textures ^^ ) so I’d really appreciate tips and feedback
Where I left it about a month ago:
Where I’m at now:
EDIT; I’m probably going to remove the glass windows as they are pretty much out of place
I remember this, actually. About lighting, are you using ambient occlusion at all? And also, for this scene, some very dramatic lighting and spooky textures would be good. Maybe if it was lit from the side with a bright white-blue lamp…? I would just play around with it until you get something satisfactory. Looking forward to updates.
I have some textures allready, atleast, I have a pretty good one on the big wall behind the chapel, though it isn’t really showing on the smaller pic Also have a normal map on the big pillar-thingies but going to get rid of that asap Also added some wires to the background and changed the sky-colour to match the dark feeling I’m trying to get. The chapel will remain white at all times since it’s supposed to symbolise something like divinity in the darkest places or something
Update… tried out some lighting for the background and added a load of pipes and stuff to make it look more interesting. I think the right part of the background needs more filling so will start working on that next
Update, going to change the church to something more dark-ish. Also added a load of pipes and random stuff in the background. Hope some enjoy, feel free to critique and I’m open to suggestions… hell I’m in need of them ^^
My second crit:
The composition and blending of things is not that great, its just too messy.I say you should concentrate on lighting then focuz on texturing.My opinion but that would be what i do, even tho i am not a pro.:no:
other than that.It looks promising.Good Luck!