Scene: Wind farm

WIP for competition, non pure.

building texture is too repetative and large, and I think those cylinders need more explaining details.

Yeah, I agree. Texture has a lot to do with the perception of distance, and the two must agree. The closer something is to you, the more texture you’ll see and vice-versa. But here we have a wall that’s uncommonly full of texture; a sand that looks quite grainy (ahem…); and a subject-object that has the same appearance. Your eye says, “not real.”

When a surface is strongly textured, like the wall, it’s important to observe how the specular highlights off that surface will be directional. This wall obviously has a “real” bump-map on it, not a painted texture, so the effect is correct.

Also notice how the shadow of the off-screen windmills is hard. In the real world, there’s a sun high overhead and a blue sky, both of which contribute color. The blue sky injects a lot of light … colored light … into any shadow, no matter how relatively-bright the sunlight is.

One thing you’ll never find in the real world is truly white light. The lighting in any outdoor scene is a combination of colors, and your lighting will become much more realistic if you put variously-colored gels on your lights, even those that are shining in the same direction.

This light, then, reflects off of any foreground object that happens to be in the way, and it also bounces off the ground. If you put a bright object on the ground on a bright sunny day you’ll notice that it lights the ground, and the ground lights it! Not much, but it’s there, and your eye notices its absence. For example, in the real world there’s going to be light bouncing off the sand and illuminating, however slightly, the top, and the sides, of that now-completely-black corridor. It’s also implausible that the foreground sand is brilliantly lit (to the point of wash-out) while the dunes not-far beyond are a very different color. Same sand, isn’t it?

Thanks to the magic of 3D-graphics lights, which are quite invisible, you can deploy lights to create those highlights, and even shadows, all without resorting to radiosity.

valid points, all of which will be taken into consideration. however, i must disagree on one point, about the doorway thing. the inside of the doorway would only be visible if you were practically standing inside it, as you eyes adjust to see the brightness of the sand, you loose detail in the shadows, the same with a camera lense.

i’m not going for photo realism here, by any means. at the moment i’m trying to figure out how best to colour the shadows, but i’ll get to that

thanks for the crit!

allrighty, it was raining today so i couldnt get myself a new building texture, and i had to fix some stuff on my bow, but i spent a little time on it.

changed the camera angle, added supports for the windmills, a bit more PP. still trying to nut out how i can change the colour of the shadows.