How good is this post-apocalyptic scenes? Part 2


#1

Hello everyone,
Thank you so much for your support, advice and contributions on my last work, I really appreciate it… Here is the new modification I made to the scene.

I know it takes a very high standard system to achieve a realistic environment with a decent and tolerable render time. I don’t have that so I’m not trying to, I just want to achieve kind of a semi-realistic look. Something that would look realistic at a first glance, you know what I mean… So what do you think?

Thank you for your support…

Scote
Cglewis
mihai112
ACantarel
Rikof

#2

Is it just me or render is so small resolution?

by the way you picked really difficult scene to start with.

here is some advice:

  1. use a LOT of reflection with low glossiness/high roughness value, I cant see any reflections at all. /it also use textures to modify glossiness (fresnel reflection on non metals, and even on metals)

  2. add there better lighting, scene looks incredibly flat, these days even free renderers such as cycles have pretty good GI solutions.

  3. Dont be scared of rendertime, If you work 50 hours on a scene, it should not be problem to let render image for 2 days straight. Animation is different thing (if you have weak pc, dont do animation)

  4. Make sure you have similar color vegetation and grass textures + use vegetation to your advantage, you can copy/paste it a lot and get away with it if you do good variation so nobody can notice it is same trees/plants over again


#3

Thank you so much for your response…
Yes, the resolution is small because I’m only allowed to post a picture size of 97kb Max or maybe I don’t know how to do it…
I actually was intending to add animation to it, to be honest a little long animation with not less than 5,000 frames… And my intention was a dull weather with a dull sky impact…

I’d make the necessary corrections you pointed out… .thanks once again…

PS: sorry… like where and where do you feel I should add reflections, roughness and glossiness?


#4

Every material has some reflection but you seem to have only diffuse part of the materials. Most materials in your scene should have low glossiness reflections (opposite to mirror reflections). Roughness and glossiness are basically the same.


#5

Ohhhhhh… .! Thank you so much… I guess I’m gonna have to change the materials I used a Lambert for, because Lambert doesn’t have a reflection or glossiness capability…

Thanx
Cheers


#6

I see improvement but you didn’t have to create a new threat for that. updating the old one would keep the people in the loop.


#7

Oh… Ok, thanks, will keep that in mind next time…


#8

wow nice alot better than last time man! keep up the progress!

the ground clutter is nice and the variation of color and what not looks really good!

but i feel the edges are still to hard on the buildings
The vehicles you have in your scene look weird some of the colors are washed out
the ground clutter is too modular as with your vegetation and dirt it only happens close to the camera and it doesn’t feel like its spread out like it naturally would.

Why isnt this in UE4?

but on the whole its a massive improvement from its original form


#9

oh and use http://imgur.com/ for image hosting :slight_smile:


#10

Nice progress, & I like the dystopian theme for this project.

So I’ve nothing to add which hasn’t been nailed down by others here, accept maybe an Image Host.

That said, I agree with @Cglewis suggestion giving Imgur.com a looksee but IMHO they’ve kind’ve been caught & passed by new startups such as Picpar (image service) and Postimage (image host) to name but two current solutions.

FWIW I use the latter’s (Postimage) free account, where most paid features are available too the end-user, for example, reconfiguring image settings dependant on monitor screen size, through thumbnails > full image resolution…etc.

Cheers :wink:

EDIT:
Oh…haha - just realised something?!?

I’d also recommend you enquire of the CGS admin staff, that if possible combining your two WIP threads of the Same Project ?!?, in order to mitigate confusion for those people wishing to critique your work in progress :slight_smile:


#11

Cg Lewis, sacboi… Thanks Alot guys for your encouragement and suggestions… I will surely make those corrections and repost the corrected image… .

I really appreciate guys


#12

Hey guys… Here is the corrected scene… I really do not know what else to tweak… :rolleyes: :stuck_out_tongue: … So… What do you guys think? I’m I ready to keep it aside and start my characters?


#13


hey man,

you have made alot of progress, dont stop keep going. But there alot of issues with the scene as it stands now. I have circled areas that immediately stand out to me. these edges are super sharp you need to dull them out. The wall i circle is way to jaggy it feels very artificial.

your material properties are way to shiny and they are not reading properly :frowning:

If you want to make games i would strongly suggest that you move this over to UE4 but that is my 2 cents.

and overall it just feels very lo-res i think you need to go over every asset and up res them.


#14

Thanks Alot Lewis… Really appreciate the support… I’ll keep tweaking and improve on those defaulting areas… And uhmm… .it’s for a short movie, not a game… So I really agree with you that I need to make the res sharper

Thanks again… Cheers


#15

Hey Lewis… .Do you know why my materials are a little blurry? I upped the textures’ res and balance the gamma correction but this scene for example is clear…

Any ideas please?


#16

Try to render with an other pixel filtering: like Mitchell instead of Gaussian. Mitchell make sharp images


#17

Post deleted


#18

Oh… Thanks scote… I never even knew about that until now… I was thinking how I’m gonna go tweak the color profile for each texture… Thanks man

Added: it did work man, you are awesome… Thanks bruh


#19

My pleasure!

I do Mitchell render now for still images. Of course, it can look very CG if you dont add Depth of field or some adjustments


#20

Hey guys…

Here is an upgrade of the scene… I’m really sorry for continuously changing the layout and properties of the scene, I just want the project to be worth the time… and thank you all for you support thus far… And now I need your corrections on this version of the upgrade…

Thanks

http://s20.postimg.org/ozg0n4p99/WIP_3.jpg