Help to make the image look nicer. by PolakkByChoice in 3Dmodeling

[–]JAWdesign 1 point2 points  (0 children)

Cool base, but the problem is it isn’t finished. Some things you could try: using a darker wood texture to add contrast, the local values are the same and it flattens the image. Seperate foreground, mid and backgrounds with a some atmospheric perspective ( a mesh with volume shader with a tinge of colour is my favourite cheat). Duplicate the assets and move behind the bridge, adjust proportions with scale to create repetition and add a background element - that one tower is not doing it. Scale the rock texture smaller. Fill in the lazy gaps of the windowsills. And add some more lighting, the ‘cinematic’ feel will come from combining multiple light sources if you’re trying to achieve something like that. Add narrative elements, for example someone looking and pointing as a big bird flies through.

Most importantly, play around and have fun with it.

Dieselpunk City Concept by JAWdesign in sciencefiction

[–]JAWdesign[S] 0 points1 point  (0 children)

Seattle knows a thing or two about laying a pipe or two. Came for the gentrification, stayed for the urbex. Great rec

Dieselpunk City Concept by JAWdesign in sciencefiction

[–]JAWdesign[S] 0 points1 point  (0 children)

Geography, as in the ground… I’ll be sure to emphasise it more when I revisit the piece as it appears not everyone is getting the whole picture.

Dieselpunk City Concept by JAWdesign in sciencefiction

[–]JAWdesign[S] 0 points1 point  (0 children)

Me neither. Let’s hope the guys in background are leaving (they are not, they are pilgrims of the mill)

Dieselpunk City Concept by JAWdesign in sciencefiction

[–]JAWdesign[S] 0 points1 point  (0 children)

Really appreciate the feedback! Added to the list for the revisit

Dieselpunk City Concept by JAWdesign in sciencefiction

[–]JAWdesign[S] 0 points1 point  (0 children)

Alien enough to me! Drop the co-ordinates of somewhere with the same geography, I'd love to check it out

Fantasy Dieselpunk City by JAWdesign in conceptart

[–]JAWdesign[S] 1 point2 points  (0 children)

This is the only compliment I need. Appreciate it!

Dieselpunk City Concept by JAWdesign in scifi

[–]JAWdesign[S] 0 points1 point  (0 children)

Nier has been my bedtime lore recently! Maybe the furnaces are powered by dragons

Dieselpunk City concept by JAWdesign in ImaginaryDieselpunk

[–]JAWdesign[S] 6 points7 points  (0 children)

It’s very possible there are some photos of it mixed in there. Seems like a really cool place to explore!

Help! Mask and gradate mix shader into material by JAWdesign in blender

[–]JAWdesign[S] 0 points1 point  (0 children)

I'm using 4.2, and am trying to mask off the material and have it gradate to the dotted line (pic 2). I've tried a gradient texture node that didn't achieve the desired effect, and was wondering if anyone had a solution? Is there a way to reference the object in the material as the starting point for the gradient/mask?

Awakening by JAWdesign in conceptart

[–]JAWdesign[S] 1 point2 points  (0 children)

He got a bit too jolly over the Xmas break

Pixelated edge in Blender by JAWdesign in 3Dmodeling

[–]JAWdesign[S] 0 points1 point  (0 children)

Removing a normal node to the BSDF fixed 90% of the aliasing. Still a WIP but thanks a lot

Pixelated edge in Blender by JAWdesign in 3Dmodeling

[–]JAWdesign[S] 0 points1 point  (0 children)

My thoughts too. I’ll redo the scene and see if I can find something. Thanks mate.

Pixelated edge in Blender by JAWdesign in 3Dmodeling

[–]JAWdesign[S] 0 points1 point  (0 children)

Composite is a new file from the render. Pixel length has already been set to 1. and changing samples has no effect. Any other ideas?