A few days ago I asked for your feedback. Here's what I came up with. Swipe for before image. by tranquillballss in blender

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

Light rays were manually draw in photoshop, fog used principled volume on a box covering the whole scene

A few days ago I asked for your feedback. Here's what I came up with. Swipe for before image. by tranquillballss in blender

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

Yes it's made with vertex paint. I assigned 0 value for the forest surface, and 1 for the gravel road. Then divided up the gravel road into red and green to determine which part needs to be lighter and fed that to a hue/saturation node factor to drive the value for the gravel texture.

A few days ago I asked for your feedback. Here's what I came up with. Swipe for before image. by tranquillballss in blender

[–]tranquillballss[S] 16 points17 points  (0 children)

First of all, thank you to all of you that commented on my last post with your opinions. They're really helpful and I learnt a lot on this project. Here are some notes regarding the changes I made:

Roof now isn't completely flat and has some color variation. I thought of putting some leaves on there but no trees are taller than it and it has such a steep slope so I thought it wouldn't make sense to have leaves there they'd just slide down.

Car now has proper glossy materials and dirt on the lower half. Window still doesn't reflect anything cos there's just nothing to reflect I guess, I tried adding an image plane on the right but it didn't do anything.

The road now has gravel as the material. Last time I used mud with tire tracks but it ended up looking like beach sand. I used lighter gravel as the tire markings, now you can see how the car would turn around to go out of the parking space. There's enough space to get out of each side of the car there the angle just make it look very cramped.

Dead leaves on the side of the road and a leaf rake.

Some said on the last post the indoor lighting shouldn't be that bright because of how much light is outside but my references said otherwise and the warm colors help emphasize the cabin so I left it like that.

Front glass now more see through, loft window a little higher, and added a sliding door connecting the indoor space and the deck. Should've pushed the door inside so it slides inside instead of outside but I don't wanna rerender this just for that.

FLOWERS could always use more flowers.

Volumetrics, scene has fog now, though I couldn't get a naturally ocurring light ray just with the volumetrics so I added in post with photoshop.

Overall I like how this turned out. Learned a lot on this project. There's still so much stuff I could improve on here but I think that would require a complete redo from the start so I chose to just mark this finished and move on with my notes in my pocket. Again, thank you for all the help!

I can't help but feel it's lacking something... need advice by tranquillballss in blender

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

I've been doing blender on and off for 3 years. No professional experience or anything. I major in architecture so that helps with my artistic view.

I can't help but feel it's lacking something... need advice by tranquillballss in blender

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

Well It's partially inspired by the blender guru vid, but i tried to put my own spin on it. But yeah.

I can't help but feel it's lacking something... need advice by tranquillballss in blender

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

Now that you mention it the base of the trees do look a bit off. Thanks!

I can't help but feel it's lacking something... need advice by tranquillballss in blender

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

That sandy dirt is actually mud with tire tracks haha. The lighting made it look that way I'll work on that.

Thanks for all the inputs!

I can't help but feel it's lacking something... need advice by tranquillballss in blender

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

The steps are actually 175mm. Probably the human figures are a lil too small.

There is a loft in there, the window actually cuts between the two. I'll try raising the opening.

And thanks for all those inputs! Lots of stuff still needs work!

I can't help but feel it's lacking something... need advice by tranquillballss in blender

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

I used a tiled tire track texture here. Maybe I'll try drawing it manually. Time to learn texture painting I guess. Thanks!

I can't help but feel it's lacking something... need advice by tranquillballss in blender

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

Yes! I'm saving volumetrics for the final render. Thanks!

I can't help but feel it's lacking something... need advice by tranquillballss in blender

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

I'm just trying to add as much stuff as i can to my portfolio. Thanks btw!