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Very nice, I love the overall style !
To be honest, at first glance I didn't see it was you and I thought it was a pro who made it.
But then I saw the "problems" :
- There's lot of free space in the UV map and the sizes aren't always coherent with the modelisation, it could be more optimised.
- The rock part is still very symetric, you could have made them a lot more different to contrast with the architecture part.
- The mesh isn't very beautiful on the main rock (the one with symetry), it seems to work fine but it might cast some buggy shadows.
- Finally, if you can I would recommend to make another material for the foliage. First it would be easier to reuse, then it would be more optimised. Because right now, when you make a render, the computer knows there is an alpha. So it's going to look for it on each and every pixel of your map. It's loosing time on 95% of the map ! If you make a second, smaller map just for the leaves, it will take less time to render images. Same thing goes for the cristals in theory, but as far as I know it's not much of a problem compared to alphas.
Now, I realise I wrote a lot of critics, but it's only on production details and render optimisation. It actually looks great ! I love the diffuse, you really nailed it. The lights and shadows are great, the edges and faces are well done, the cristals are beautiful and God do I know that cristal maps aren't easy to paint !
It's very good, and it's better each time. Keep it up and I'm sure you'll be able to find a job.
PS: Sorry for the mediocre english, I'm a bit rusty.
To be honest, at first glance I didn't see it was you and I thought it was a pro who made it.
But then I saw the "problems" :
- There's lot of free space in the UV map and the sizes aren't always coherent with the modelisation, it could be more optimised.
- The rock part is still very symetric, you could have made them a lot more different to contrast with the architecture part.
- The mesh isn't very beautiful on the main rock (the one with symetry), it seems to work fine but it might cast some buggy shadows.
- Finally, if you can I would recommend to make another material for the foliage. First it would be easier to reuse, then it would be more optimised. Because right now, when you make a render, the computer knows there is an alpha. So it's going to look for it on each and every pixel of your map. It's loosing time on 95% of the map ! If you make a second, smaller map just for the leaves, it will take less time to render images. Same thing goes for the cristals in theory, but as far as I know it's not much of a problem compared to alphas.
Now, I realise I wrote a lot of critics, but it's only on production details and render optimisation. It actually looks great ! I love the diffuse, you really nailed it. The lights and shadows are great, the edges and faces are well done, the cristals are beautiful and God do I know that cristal maps aren't easy to paint !
It's very good, and it's better each time. Keep it up and I'm sure you'll be able to find a job.
PS: Sorry for the mediocre english, I'm a bit rusty.