I’m just going to add a little bit of info in case it helps someone in future about the tumbleweed bush seen in the scene. It’s made with a few strands of hair curled and grown on a small cube and I’ve had a LOT of issues getting it to animate smoothly. Animation included just location and rotation (it moves back and forth and rotates 180 degrees one direction and -180 going back). This caused the hair to really glitch out a lot, like it’s distorting and skipping frames/spazzing/freezing especially in final render with cycles.
Anyway, what helped me with the issue of rendering the animation of the hair particles in rotation (issue visible in both 3.6 and 4.1), I eventually had to turn on Hair Dynamics and change the frame count on the animation, from 240 frames and 30fps to 480 and 50fps, baked all the particle dynamics (I think this is what helped the most) and also freed up some vRAM so cycles has enough memory during rendering. Maybe this bit of info helps someone some day, I spent a lot of time searching for similar issues and couldn’t find many results.
Love it! I Do feel like it is a little hard to tell that the skull is a skull from the top view, but just great job with all the little details, I love the rope and the wanted sign hanging from the gate!
Thank you so much, I’m glad you like it! You are right about the skull, I first had it sitting on the ground but that just kinda made it worse and you couldn’t make much of it, and the top angle works best to show the rest of the scene along. I guess we always gotta cut some corners here and there
I feel like it also could be like the softness of the model/texture, as there are no sharp edges, and that definitely throws you off, but I love the closeups.
In the overlays I activate the wireframe and disable everything else (extras, relationship lines, the grid etc)
To get that white 2D-ish look I use Flat shading with cavity, but this is just personal preference
Make sure your Color Management is set to Standard view transform, look none and exposure at 0 and gamma at 1 (so colors don’t blow out, this is how you see it in viewport)