SCI-FI, hidden outpost

Hey guys, I have been working on this scene over the past week, (mostly planning and sculpting) it’s pretty empty currently as I have been building the canyon, love to hear your guys feedback as I am always looking to improve.
for this project I am using cycles. I am trying to improve my skills in large environment scenes as thats a weak spot for me.:smiley: :building_construction:

(side note: I will also be adding volumes soon as stuff fades in the distance)

work in progress

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That is super cool, NerdY1. Once you add volumetrics, it’s going to look fantastic. Well done. :ok_hand:

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Thanks! currently tinkering with the shaders. (adding sand)
Looking forwards too seeing what you come up with in your projects!

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This is a solid start. The overall composition already has a good sense of scale, and the canyon shapes feel natural rather than repetitive.

A few things that stood out to me:

  • The cliffs have a nice silhouette, but right now the rock surfaces look a bit too uniform. Adding a second layer of smaller erosion details and some variation in roughness would help sell the scale.

  • I like that you’re planning to add volumetrics. A subtle atmospheric haze between the foreground and background will make the canyon feel much deeper.

  • Consider introducing a clear focal point. Right now my eye wanders around the scene because everything has similar visual weight. A structure, large tree, river, or even a distinctive rock formation could give the viewer something to immediately lock onto.

  • Once you start texturing, a little color variation—warmer tones on exposed faces and cooler tones in shadowed areas—will keep the rocks from feeling too flat.

  • Finally, don’t forget some small-scale assets (rocks, shrubs, debris). They not only add realism but also help communicate just how large the canyon is.

You’re definitely heading in the right direction. The foundation is strong, and once you add vegetation, atmosphere, and a clear focal point, I think this scene will come together really well.

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Thank you this is very helpful, I will some add more details as I couldn’t quite figure out why the rock still looked off.
no clear weathering and some other key details aren’t there after looking at some more references.

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Hey guys, updates, I added more details to break up the shapes and details to the rock
modeled and added some plants (still in progress) and added some water and atmosphere and fog with volumes, thank you all for the help, it has come out way better because of it.

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More updates, here it so far love to hear what you guys think!

still have a lot to work on like decals, dirt, rust other weathering, items like flashlights and ropes.

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Okay currently working on feeling up helicopter and making it feel functional. (lots of references are always useful)
and i am still working on the rifles however they are mostly done, although i think i might lower the texture contrast and bump.
I also used warmer interior lights to help separate the ship from background.
love to hear what you guys think.

I hade also spent a while coming up with company names for fake manufacturers for the parts tools and weapons to add to the environment and story.
Special thanks to all of you guys as all of your support, advice and feedback throughout the project!:blush:

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Here’s a little behind the scenes stuff from the viewport.
I am currently modeling some flasks and other stuff as I don’t really use 3rd party models since I enjoy modeling texturing and building everything in my artworks from scratch.:hammer_and_pick: (and helps me learn​:memo:)

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Work in progress i am currently doing a manual retopo on a soldier I sculpted for the scene I want units inside the helicopter, currently working on the head. i hope you all have a good day thanks for following along!

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You Keep improving friend, I enjoy watching your animations.

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Thank you! i enjoy creating stuff, always a honor to have a good friend on board!

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Looking great so far, NerdY1. Love the displacement on those rocks. :heart_eyes: :ok_hand:

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Thanks, I sculpted the main forms and used Blenders displacement modifier set to cell under clouds!:blush:
Thanks for coming Bennie!

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You’re most welcome, NerdY1. :blush: I have to also agree with George’s earlier comment. You really do keep on improving. :clap:

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Thank you both for your guys encouragement means a lot to me!:blush:

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