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View Full Version : Alchemist Room (WIP)


Geo-Artist
12-13-2009, 03:40 PM
Hey so I am looking for critiques on this alchemist room. This is done all in maya, I want to go for games. These are render shots done in Mental Ray. One thing I noticed is it looks much better in the viewport with high quality rendering on, unfortunately maya doesn't have soft shadows :(

Anyways, any suggestions would be great!

http://img18.imageshack.us/img18/3682/alchemyfinalshotcolorg.jpg

http://img691.imageshack.us/img691/3051/hiquality.jpg

CGmonkey
12-14-2009, 08:04 AM
Where's the enormous bookshelves with ancient artifacts? Where are the alchemist's chemistry contrapment that makes me wonder what the hell is going on? Where's the splatter on the wall from exploding potions? Where's the cool time-warping model of the solar system?

My point, do it more!!!

Another thing is, it is very important that the scene is easy to read. I'd say, if you want to create stunning artwork, make sure your picture as a whole can be read instantly.

DO IT MORE!!!:)

Picaboo
12-14-2009, 01:54 PM
your second picture looks interesting. i like the open book very much.
but i think cgmonkey is right. a few more objects from the alchemist cliche would improve the room. at the moment it looks more like a study room but not like an alchemist lab.

btw you can try activating raytrace shadows and experiment with the settings. maya can do softshadows.
there is a quite good lighting tutorial by Sean Hewitt at 3dtotal.com for maya lighting.

gsokol
12-15-2009, 02:45 PM
Your second shot looks better than the first for sure. Your textures are too boring, and the entire room just feels too generic. You need to add more detail to not only fill the scene, but just make it interesting to look at, because right now it isnt. Try adding in the stuff the above people mentioned, and just get more stuff in there!

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12-15-2009, 02:45 PM
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