Feedback on new GFX

Nothing much more to say, here it is:
(WATERMARK ISNT THERE TO STAY)

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Thank you!
The leg you cannot see fully is actually bent but I got lazy with the second one so yeah. Anyways thanks for the feedback!

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I have no criticisms, Love the lighting!

I really like the design. The lightings are great.
I would suggest you to bend legs of the 1st character a bit properly. Other than that overall GFX is Amazing.

Well, first of all the lighting looks very professional, and it’s really well-designed.
Though I would like to recommend you add some reflective textures in the building’s windows because the inside just looks completely white and may make it a little bit unfitting for its appearance.
Overall, your GFX looks good-looking and maybe even applied to a gangster-based game.

Looks overall great quality.

However not sure if it was a bad clothing design job or just the lighting but the guy at the front, his clothes are very hard to see, it almost looks like his body is just grey.

Hey @Fynxt! Your GFX is great. How come the character that’s putting his hands up shirt is a bit bright than the normal color?

I think that you could have put the road to a higher resolution because it looks blurry.

   the aesthetics:

There is a lot of action in this scene, and the people are places far enough apart that it looks natural. I also like how there are textures on the builds and the details on the cars.

  • The robber’s legs should be more bent, to look more natural.
  • The lighting is super bright in some places, and super shadowy in others. This is particularly noticeable in the right-most police officer and the buildings. I would recommend using a lower intensity HDRI, which I believe you used, or lower brightness of lights in general.
  • The way the officers are holding the gun is a bit unnatural. The arm is also no-clipping through this police officer’s arm:
    Screen Shot 2020-04-27 at 7.54.08 PM

Don’t let my nit-picking get to you. You’re really good at making GFXs, and you are always improving. :happy1:

Great start to an awesome action scene!

what needs to be improved are the textures and characters.

The textures are lacking depths and just appear as flat images. One of the easiest ways to get depth in your texture is with a roughness map. (Note that it isn’t rendered its just the normal view port)


You may also use a displacement map if the normal map isn’t effective enough. Although, I normally use the displacement map on textures such as dirt and stone because they will increase render times.

The characters feel a bit stiff in my opinion, make sure to bend the torso for a more realistic walking and running pose. I see you manually bent the limbs of the characters, that works, but just from my experiences the most efficient way to bend the limbs is with a rig. There are tons of pre-made, easy to work with rigs out there and they all work great.

Well done on the lighting and I hope this helps in some way!

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