Racing up

Bit of a noob! I normally use blender for making basic 3D prints and small model tweaks but i had some time this December and wanted to try a fully featured scene inspired by PS2 era games (Well, started as PS1 but grew in ambition)

  • Most textures are either handpainted or photographed (the water is my own kitchen sink haha) besides the sky from nasa and a cc0 dust cloud
  • Took heavy inspiration from Dreamfall and BG&E for the vibe
  • I got better through making the scene haha. The little blue dome are the first things I modeled and the sand building up on the edges of the walls (using geonodes, super fun) the last one
  • I now have a bunch of cool (to me!) assets that I don’t know what else to do with so I suppose I can make more scenes
  • Learned the importance of topology the hard way with the character models omg. They still have awful topo but after weight painting for an hour i got them to look vaguely natural.

Critique welcome! Pls be kind :face_holding_back_tears: I’m curious how you move from this to more photorealism (besides getting good) but also within the fidelity of this scene what tricks I may have missed (leaves look dusty instead of moist for example)

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Some extra WIP/BTS pics (sorry to dbl post, new users can only attach 1 media)

The first blockout, the full scene and the duck-shaped bike