What more can I add to this scene to make the forest look natural? Or like it's a clearing that was made through battle long ago but has since overgrown. (I'm going to try to add some green-ish or yellow-ish bounce/fill light.)
Would it be too obvious if I used Mass Effect Kid, Clementine, and Ellie? Those are the only kids I could find.
The ground needs some variation. It's too geometric and monotone, could use some different foliage, foliage height, and maybe some rocks. Some moss/bushes over the vehicle could also help sell the overgrown look, just don't overpower it.
I've never played Halo long enough to know this so don't kill me if its a hover tank but imo that looks a bit "Parked"
i.e instead of having to be anbandoned or it crashed it just looks like some Ayy Lmao has parked it and headed off to aldi or some shit
I like the angle though and honestly, no one will mind that you're using 3 kids we've all seen before, its the idea and execution that counts.
What Uba said, the more difficult it is to mathematically describe the geometry of the foliage/ground/trees, the better.
With what piggo said, it could help if the tank was angled down a bit like it was shoved into the ground.
Ok, I'm hearing what you guys are saying. I'm going to try tackling variance first. Does this look like a creek or pond? Can I do anything to make it more convincing if not? That's the idea that came to me to break up the monotony a bit. I'll probably add more foliage around the scene, too. Try to find a better tree.
Still really flat here. Raise and lower some parts or add smaller different shrubs
This is really grinding my gears. Personally, I'd look into better foliage models for your background. The R&L stuff is pretty high poly.
Is the ground looking better here? Raised and lowered random ivy, added some other plants and rocks. I was considering scattering more ferns or bushy things around but I didn't know if that would be too much or start to obstruct the other scenery or something. I think I'll try to keep adding to the terrain, maybe. Now the fallen tree on the right is bugging me, though, but I can't find any other log models. Haven't started re-tweaking lighting yet on the moved characters or changed the wraith's positioning (potentially a bit more nose-down into the ground) and wraith overgrowth. Before I do that: damaged wraith or destroyed wraith model? Also, do the dog tags look natural despite me having to blow up their size to be able to see them? (If I move it right up next to the kids, they're as big as their head. Its actual, unchanged size on the tree would be about as big as the top black section of the tag here, if smaller.)
R&L?
And, yea, for clarification powered up and functioning wraith tanks hover a foot or two off the ground. If that info helps.
Foliage looks a lot better. Ground's better as well, I'd look into warmer colored textures for it though.
Trying to get the rust off. Also lighting darkened maps is fun.
anti-aliasing is needed.
Working on this. Very very very far from finished but I need suggestions. I also really desperately need some rock model ideas. Anybody able to point me to where some appropriate earth/rock/whatever props are?
Shit having the HL2 campaign's night cycle be flipped would be awesome
The coast at night would be beauts
I'm liking that warehouse.
while it isn't necessarily a WIP, i've been still messing around with the kamino picture i posted in its own thread, specifically in an attempt to make rain look better
this is probably about as basic as it gets when it comes to making rain considering i used a particle emitter in AE
does anyone have any good tips for rain though
make some gray fog using zdepth and increase a little bit the rain effect and pose the camera from an higher level. the concept is very good
i have absolutely no idea what z-depth is in all honesty
i'm making this poster but it are feeling too empty and idk what to add
and i'm gonna test the texture passes for the first time
A "meh" Stalingrad-esque thing I was working on a while ago thinking about touching it up. Any criticisms?
The setup itself looks really good, but I'd personally recommend adding some more destroyed buildings in the background, because as it is now, it looks a bit empty. Right now you have the church to the left and those three destroyed ones in the middle, you could add some behind them to really sell the idea that this is happening inside a city.
Perhaps you could also add a few more alive soldiers, I think the astethic of them climbing the rubble adds to the picture and if more of them are on screen it delivers this idea of a war going on.
'Aight.
long time no see guys. just simple render test for realism
[t]http://www.wduwant.com/index_uploads/uploads/f3bf3a663e18.jpg[/t]
is it enough to say "realistic"?
did practice utilizing soft lamp's different resolution shapes while also practicing light bouncing
Is this passable character posing? Not really sure what to do with the kid on the right. Does standing seem ok?
Doing lighting for some battle scene I've been working on and I'm stuck between having only the lightbounce layer or the lightbounce layer plus a fill layer
Only lightbounce
Lightbounce plus fill layer
i do like the higher contrast of the first version
you have to shade their eyes though
Might be a matter of preference, but I'd up the direct sun brightness, the lightbounce is a bit too strong for the current brightness imo
Standing seems offputting.
Is this a little better?
I like where she's at in terms of lighting and her position in the scene, but I'm not sure how she should be posed.
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