How good is this post apocalyptic scene?


#1

Hello everyone,

I need you people to criticize this post apocalyptic scene, if there is anything I need to do better or take out or remodel or re-texture or any other re’s. I haven’t done the clouds yet… That is just a default.

Thank you in advance… . I look forward to your responses… .

Cheers


#2

It’s good, but I think you went to far in High Frequency details.

Also you should get more smalls debris on the road. It’s feel like a miniature since we only see large debris with few variation in size.


#3

I think its a great start, but as Scote said its missing little details…dust clumps, it looks like a major event happened and then someone cleaned up all the dust. I also feel like all your edges are too sharp giving this a tiny bevel will help make your edges more believable. Think of the straight standard edge you get when you create and object like an infinatly sharp corner. i also feel like the scene needs more material definition everything has the same spec value and it makes everything blend in, I also feel you need to push the lighting more and this would help out the material issue.

Is this real time or prerendered.

but its looking good keep at it man :slight_smile:


#4

Cglewis is right about the edges and more specular variation.

Also I notice the scale of the vehicules is wrong versus the size of each levels on the buildings: Look like super huge trucks


#5

Thank you so much for your response scote… I appreciate… I used a little bit high of high details because I wanted it to look as close to realism as my system could accommodate… Because the characters might interact with the buildings directly… And I will include more small debris like you said…

Haha! Huge trucks! I’ll fix that too…

Thanks once again


#6

Thank you so much Lewis… I will surely affect those corrections you made… I appreciate man… And Yea… It is real time, just so I could see all the details as they would look like if I assumed I was done… The materials looked different but I kept tweaking them until they all blended… Silly me… I thought I was making it realer or cheating to simulate uniform amount of dust effect on all the objects in the scene… I’ll work on that too


#7

Do you have a refs for that street view? because i’m pretty sure the streetlamps should usally sit on concrete base on the side of the road

They are on the middle of a road on Highway. But your ref could proove me wrong :wink:

you should put a human model has reference of scale. It’s help judging if a building is too small or a truck too big :stuck_out_tongue_winking_eye:


#8

Haha! Funny… That pavement looking lining on the middle of the road that looks slightly different from the rest of the road is supposed to be the concrete that separates the road, but I guess that was the material variation problem Lewis spoke about… The material blended so badly that there is no proper distinction. I’ll work on that surely…

Thanks man


#9

I think Avengers set is a good ref for your approach of post-apocalyptic set. You could study the debris variation and the color mood maybe


#10

Oh maaaan… I can’t express my thanks enough… that’d be a very good reference picture


#11

Glad to help. I think the Darksider game cinematic is also good or the “Prototype” video game environment


#12

Alright bruh…


#13

Would be nice to add some vegetation depending on how far into the future you plan on making this, Last of Us has some of the best post apocalyptic environments.


#14

I thought of putting vegetations but my system might not be able to carry all the details if I really wanted to make it look good… That was why I sticked with just a destructive environment. Actually, if I tell you the specs of my system you’ll sue me to court of PC 's hehe… Trying to do the best work with the available resources…

Thanks Alot for your suggestion


#15

Double check the scale of the vehicle on the left versus the height of the stories of the building on the left. The car seems to be too big.

Cheers
Andre


#16

Alright… Will do bro. … Thanks so much for your response


#17

What helps getting proportions right, like buildings vs. vehicles vs stairs vs streetlights vs doors etc. (besides measuring things), is using a human figure in your scene.

Can be anything from a stick figure, to just a 2D plane with a person on it cut out with an alpha, so you have some visual reference about how high/wide your 3D objects should be in comparison to a human figure.


#18

Hmm… Yeah… . Makes sense… Thank you


#19

Hey guys, thanks for your support, here is the modified work I did on the post-apocalyptic scene

http://forums.cgsociety.org/showthread.php?p=8098300#post8098300