How good is this post-apocalyptic scenes? Part 2


#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


#21

Cool. A lot of improvement. Better ANgle, better composition.

A lot of procedural texture, may need to increase the resolution of the road texture.

Very lowres taxi cars need to change it break to resolution of the entire scene.

You also need to rework your glass shader. And the cracks glass holes on the supermarket are way too big… need to find some references


#22

Oh thanks a lot bruh… My plan was to give the taxi a little old, rough, jaggy washed out paint job… Do you think I need to up the res to sell that out?


#23

Yah I really think the taxis is too squarish and simple. And they feel very large for a car. Also because there is two of them, they are yellow and in the center of the frame, they are more a focus point for the viewer.

Don’t move them, just change the resolution of them. Maybe replace one of them for a different color car.

Also you should read this:
http://forums.cgsociety.org/showthread.php?f=208&t=1317527


#24

now we are getting somewhere this is so much better man!, the car textures still feel blocky and dull, i feel that overall your material properties are not coming through. I really like where it has come though just need to refine your materials and youll be good, and they sky i can see the pixelation in the clouds


#25

I agree with Scote on improvements.

To get better materials you need to find or make bigger resolution textures (or make them seamless so you can tile them). You should look into combining different textures. In 3dsmax there is for example compositemap, where you can layer different textures (much like in Photshop). That way you can put for a base a seamless asphalt texture and to cover tiling you can then put in some more textures (blending mode Multiply works quite good). This is often used technique- some textures for smaller details and some for larger-scale grunge and dirt.

First tutorial on subject I found is https://www.youtube.com/watch?v=mhom5CTFlRs . Not the best maybe, but should show basic workflow (even if you are not using 3dsmax).

The next thing for materials would be AO for dirt on corners and edges. There is a very good tutorial for this in vray- http://www.peterguthrie.net/blog/2009/10/vray-dirt-tutorial . I think similar approuch should be possible in most renderers (sorry, I cant find what you are using). Controlling dirt radius with a map gives really nice results.

PS. I have seen some excellent artists saying they are not pushing one project endless times around. They try to do their best and live with the results so they can move on for the next one with a little bit more knowledge. There is of course different philosophies, but I think this works for many as this way you dont get tired and bored with constantly changing the same project over and over again.
This is also a note for self- I have some unfinished projects because of trying to improve the same project too long. I think I could have learned more doing 2 finished projects instead of 100 times changing (“improve”) and not finishing in the end. (Im really not trying to stop you improving this project).

Sorry for the wall of text.