Decal machine, Mesh machine, Box cutter and Kit Ops were really handy for this project. Both for the bike and the decor. I also used some kitbash set from the sketchup wharehouse and a rigged adobe mixamo character.
That bike is sick, and I love the environment as well. I think it really captures the mood in the original concept art, while still being its own thing.
There is some printscreens in my wip topic if you want to check out I donât really pay attention to topology when itâs not for a game/animation/curved so thereâs not a lot of proud work to show off there except for some part of the bike
Great stuff! Lots of detail - you obviously spent a lot of time on this.
If you are looking for suggestions - read on - but if not ⌠I think itâs a great image.
The first thing that pops out at me is that there isnât a lot of value difference between the foreground and background. Your subject kind of gets lost in the high-frequency details and bright areas of the background - i.e. theyâre fighting for attention. You might want to try a few things: 1) Reducing the saturation of the colors in the background - and shifting them to a cooler palette. 2) Adding more âatmospheric perspectiveâ - i.e. fog, or 3) Pumping up the Depth Of Field to bring focus back to your subject.
Note that in the concept piece, there are âspotsâ of background brightness, but overall the value of the background is lower than the subject. For example, look at the round structure that âhalosâ the helmet: In the concept, the halo effect is fairly subtle - vs in the render where itâs much brighter (and it gave me the impression of a âforce fieldâ around the helmet at first glance).
Regardless of those minor suggestions, I still think itâs an awesome image
I really like your adaptation of the original concept, especially the visor on the helmet which blocks the characterâs face. Has a very âmysteriousâ feelingâŚ