thecabbagedetective That's better indeed, I like the pitchfork very old skool 😜
thecabbagedetective I finally found my way here. I already liked the houses a lot, but put together, they make an impressive street. And the posed humans are great - my only tip is that they are not too easy to read against the background. You might be able to find better lighting setup that could make them pop out more. But I'm only too well aware how difficult night scenes are to make, so I don't really have any recommendations for you, I'm afraid.
great work really, love the architecture and how you used the buildings, tons of detail and looks great :D
thecabbagedetective Aaron you will be a star also in this class, so much liking those house designs and the overall atmosphere. Personally without those human characters, but anyhow great
shiennar Thanks, I appreciate the feedback! Adjusted the lighting a bit so I hope you'd consider this improved!
csehz Haha, you're too kind! I feel you on the characters though, I wanted to tell a story with them but naturally modeling humans with little more than basic shapes is certainly a challenge, a challenge it seems I wasn't prepared to take on lol.
Right, I have updated my homework for the third and final time, improving the lighting and the Eevee render.
Excellent job, Aaron. Skilled blendering, helpful insight, and even entertainment. The trifecta! Obviously you're getting an A++ on the homework. No surprise there.
Though I will echo Katerina about the characters blending into the background. Since you are telling a story, I think you need to introduce blurring (depth of field) where the background is out of focus and the characters in focus. It's a hard choice since you've put so much effort into the background, but it will surely help the composition.
Heh kinda funny that I'm giving you this level of critique on a primitives-only exercise 😅
@theluthier UGH DOF WHY DO I KEEP FORGETTING IT EXISTS.
Thank you very much though! You know where I said that I wouldn't be editing it again? Yeah, that's a promise broken now haha. Kinda glad you've only seen it now because the lighting has improved tremendously thanks to feedback. And hey, no worries about the feedback, I'm glad to hear it!
@theluthier Just letting you know I added the DoF. I noticed it was a little overbearing in my Blood Money render so I hope I didn't make it too subtle here.
ccarrotnl Ta very much, it's the one thing I primarily strive to improve on!
thecabbagedetective I did notice that in your Blood Money render. DOF most naturally happens when smaller objects are very close to the camera, so too much of it can tend to make your scene look a bit like a miniature-model set.
This scene, by the way, is incredible as usual. I want to visit that world! You know, when Mr. Stabby isn't around. :)
jakeblended Yeah, it'd almost make sense in this context but I think I managed to make it seem balanced.
jakeblended Makes a good point about depth of field. It's a slippy slope in that it can be magic to a render while it also can ruin a render if not done well. One of the common issues is things feeling miniature.
Easily the best insight I've had to depth of field is using a quality camera. If anyone has access to a nice camera, *play around with depth of field* for your renders' sake.
@theluthier Gonna assume the camera on my 5 year old phone doesn't qualify then? Haha, but yeah I think I hit a happy medium with this one (at least with the people, didn't add any to the other one yet). Probably gonna go back to Blood Money and tone it down a bit. It's all these little detailed parts that make or break renders and I just forget about them all lol.
jakeblended Oh wow I didn't even notice your compliment at the bottom, thank you very much! Sorry about that.
I had edited it in after making the post, probably while you were already typing out your reply, heh.