Hey guys… Here is the corrected scene… I really do not know what else to tweak… :rolleyes:
… So… What do you guys think? I’m I ready to keep it aside and start my characters?
How good is this post-apocalyptic scenes? Part 2

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

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
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?
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
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
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.
Thanks alot bruh… Ohhhh! The sky…! didn’t even pay attention to that… :banghead:
Thanks… . Will fix em
Thanks alot man… I read all that like 5times Hehe… . Nothing is long when it comes to being educated about what you love… . I really appreciate the “wall of text”… . And thanks for the “PS” information… it really makes sense…
Hey guys… Hope everyone’s good…
Here’s my corrected render… .
I’d like to thank everyone who supported d me on this project for your time and energy… When I look at my first work and the present progress I can’t help but laugh (couldn’t believe I actually wanted to set that aside as a production-ready scene lol *embarassed)… and I wouldn’t have gotten anywhere close to this one without your help… I really appreciate you guys… . I’m gonna take your corrections on this one but I won’t be posting more images of this particular work… until you guys see it on box office :buttrock: :bowdown:
(kidding)
Will move on to my character and and would be posting the progress on here also… for you guys to help me improve it better too… . Thanks guys once again… . You are the best
Cheers…
I like the improvement,
There are still things you could improve…
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those flowers ave all same angle, heigh variation does half of the trick, but you still need random rotation.
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good that you added grass texture over pavement, it still looks more small texture is repeating 1000 times
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I would leave all details behind firetruck alone, and add there DOF so it is blured… and spend that time on foreground items
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I dont see enough reflection (again) what render do you use? you should turn reflection on EVERY object to the max, so its like a mirror, then play with glossiness/roughness slider a bit and then IF it is wood/concrete/plastic use fresnel to reduce reflection and if it is METAL put there really dark diffuse color and set fresnel so it reflects light same from all directions
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I am not sure if you used GI but scene still looks really FLAT this is caused by shading. make sure you used Global illumination Today it is standard even in games that run in real time. absolute must for rendered stuff.
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In real life there are no sharp corners, make sure you add beveled edges everywhere.
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Watch free Grant Warwick tutorials, and learn that stuff, it is super helpful
Hey,
Thanks alot for the correction bruh, let me confess… . Reflections were seriously increasing my render time that was why I turned it off/very low… But I could spare 2 to 3 minutes more… :p… And the reason why I left the far end of the scene visible is because I plan on my character to reach the fire truck area and so I wanted it to be assessed too…
I will be sure to effect all the changes you pointed out… .
I really appreciate… thanks man


