It´s another backround for my personal project, point and click adventure Melerin and as you see, there are still object needs to be textured. Nevertheless I would be glad for lighting setup and materials crits to make this one as better as possible
Concept art, textures and lighting by me, modeling by Blitz.
I think the background looks too dark (the reflections on the large sculpture are nice) and the textures for grass/floor need structure and warmer colours.
the skeletons are too white, they look like a biology class models, not like rotten skeletons.
lighting is a bit problematic and too simple. The reason it’s problematic is because the shadows are too hard, they don’t look like shadows of sun light, it makes the whole picture look like a small model. Try using GI, or faking it, and while you’re at it add some more colors.
3)the textures are very good but again too hard and clash one each other.
Hey man, wonderful scene. The thing that sticks out to me: The big rock in the foreground has a really dinstinct shadow, very hard as @ner mentioned…but almost nothing else on that outcropping has a really visible shadow…if I look real hard, I can make some faint ones out, but they arent very pronounced. Next to the sharp shadow of the big rock, everything else looks really weird without a shadow.
Love the feel of the pic, great colors. Keep this going, Id love to see the game of this.
yep… I just put the crits here, as it is wip…
as stated before… textures on skeletons, cages, and trees need work.
lighting looks quite flat.
the rock formation and river on the back doesn’t look like it belongs to the picture.
grass looks like lowpoly game level.
about the lightning, if the sun is as low as the shadow of the rock suggests, then it’s evening, and it should be more orange in colour. Anyway, it looks rather flat.
Very nice so far, but I agree on the texture mismatch and shadows. But isn’t the weather too nice for a horrible place like this? How about a really dramatic sky with thunder and lightning. The lighting of the scene could then be a simple hemi-light with no shadows, and some spots with negative energy to make shadows. Lighting from the inside with warm colours, like burning torches, and maybe also torches on the outside. Just an idea, maybe it doesn’t go with your concept. Good luck
Personally, I like the shadows. Hard shadows is what a bright sunny day creates. How did you create the summer-day lighting? My lighting always looks kind of dull.
Thank you all with your comments, it helps me alot:) I changed picture for first update and I´ll keep it updated untill it´s finished (hopefuly soon:) ).
1: Could you please post new images instead of replacing the original one? Replacing the orignal one nullifies the content of the first posts, and removes reference.
2: You didn’t answer my question :(. How did you create the lighting for a sunny day like that?
1: I have replaced original picture, because this way people have to download 200kb picture instead od 400.
2.There were nothing special in that lighting setup. I faked GI with low energy lamps duplicated on half icosphere mesh´s vertices and then add one Sun light with raytraced shadows on:)
I took break from my regular work and spent few hours on this picture again:)
This time I redone rocks and woods. Next step is ground and grass which make me sick and angry whenever I try to find out, how to make efective (eg. not too much polys) yet good looking grass (and not to use FiberGenerator which is great, but not suitable for distant grass IMHO)