[WIP] The Gates of Creation - Need critique and have some specific questions

WIP
[WIP] The Gates of Creation - Need critique and have some specific questions

Posted Feb 11, 2021, 4:33 PM UTC

9318
speedoflobsters•

I'd love a game with graphics like these

5
LostInCode404RedditOP•

That's my dream project, but I'm far from having skills for that yet.

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LostInCode404RedditOP•

This is WIP, I plan to add following:

  1. Glowing markings on the gate - probably text in some alien language
  2. Fantasy-style character - with some glowing gear

I have some specific questions too:

  1. Is the fog and blur too thick? The birds aren't visible very clearly. But if I make it less dense, then background buildings are visible too much, which I don't like.
  2. Is the grass too bright or too blue? What about the pink leaves?
  3. Any color recommendations for - a. The floating sakura leaves, b. The glowing markings to add on the gate.
4

I am new to blender, so take what I will say with a grain of salt, it's just my defenitly not professional look on things: No, I would not add any markings (its too cliche), I wouldn't neceserly go with a fantasy charachter, I would probarly go with a japanese, chinese warrior with a katana and who wears white robes, I wouldn't give him any glowing parts just a normal guy. The fog is ok, but I cant really see the birds, so maybe just delete them as I think a simple composition would be best for this scene. And also the grass is great! sorry for my spelling.

2
LostInCode404RedditOP•

I like the japanese warrior idea, with plain clothes. I might still add some markings on the gate, but I'll try to keep it subtle.

1
KingToastMan•

You could look at Ronin clothes for something suiting the theme but seeming more plain with plenty of different creative takes from various games, movies and artists for inspiration.

1
CG-Mii•

This isnot something you specifically asked for but consider adding some color depth to the stone parts (just so that it isn't a plain grey mix some green blues and purples in there). As the main focus is on the gate you could consider desaturating the grass that is further away from it to guide in the viewers attention

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I dont dthinkthe fog is to thick you could add some randomness to it density and maybe get rid of the clouds( very un sure about that one)

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keep up the good work

1
LostInCode404RedditOP•

All good ideas, I'll add more variation to the rocks and subtly desaturate far away grass in compositor.

I'll try playing with variations in fog density and clouds and see what looks good.

1
bagofrocks99•

I don't think the fog is too thick, it looks good. Maybe you could add some more closer objects in the background, like smaller buildings if you want to make it look less flat.

The grass is very saturated which looks great if your going for a more stylized, animated look, but if you wanted to make it more realistic I'd tone it down and maybe add a bit more yellow. Personally, I like the stylized look though so I'd keep it.

For the markings on the gate, most of the scene is green so a purple color like the leaves would pop the most, but I also think an orange/gold color would look good. Maybe make the leaves gold and the symbols purple? Or the other way around? You'd have to experiment a bit and see what you like. I also agree with another comment that you should add some subtle color variation in the gate and rocks. Maybe vary the roughness a bit too.

I like it a lot so far though, hope this helped!

1
LostInCode404RedditOP•

Yes, this helps. I'll try gold for markings and I'll keep the leaves pink, to make them look like cherry leaves. I'll also add more variation on rock surface.

Also, yes I was going for stylized look. I'd have used cycles if I wanted to go for realism, but eevee works well for stylized scenes with fast real time rendering.

1
Catalyst100•

This is really beautiful.

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LostInCode404RedditOP•

Thanks.

1
lojzinin•

Just wanna let you know that this is absolutely beautiful. Love the colors and the scenery!

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LostInCode404RedditOP•

Thanks.

1
bryceblacksmith•

I think the larger of the two top stones would fall off. Looks beautiful though

1
LostInCode404RedditOP•

You're right, I should balance the shape a little.

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Rous2•

Are the crack details in the stone just a texture? Did you hand paint them?

1
LostInCode404RedditOP•

I made it procedurally in the meterial itself. Add a noise node, press ctrl+T to get mapping node connected to noise, mix mapping node output and noise output and feed to vector input in a voronoi node. Then use colorramp to tweak size of cracks, plug into bump node(in height input) and put it into normal of the final shader. With the thing we did ay first, we can play with the scale/rotation/offset in the mapping node to get whatever kind of cracks we want.

I can share the node setup with you if you want.

3