~Hello~
I just finished remaking one of my GFX and would now appreciate some Feedback . Which one do you think looks better?
~The GFX~
~Old Version~
Thank you for the feedback
I just finished remaking one of my GFX and would now appreciate some Feedback . Which one do you think looks better?
Thank you for the feedback
it looks great and the new version made it better keep going
Thank you for the feedback!!
Lighting looks better in the first one. Honestly the original is just fine, maybe add some texture/effects to the detectiveâs clothing to make it pop more.
Thank you for the feedback. In the new GFX I already had some folds put onto the clothing - its probably hard to see due to the lighting.
Honestly original looks way better, the remake looks like someone took a photo of heavily scratched monitor with some light reflecting on the display
The âscratchesâ should represent snow, which in the original didnât exist. About the lamp - do you think it is way to bright?.
That indent on the face is really weird.
edit nvm thats the old one
The first one looks better than the second one in my opinion, the first one looks a lot more realistic for some reason.
I donât know, but they both look very great!
Hey! First off, really nice concept of GFX! I really like the attention to detail where your snow meshes collide with the bottles and trashcan, giving it the impression that the snow is actually there and not just a mere effect layered on top of your render!
However, I do have some inputs that Iâd like to state. Please note that Iâm only a mere adept, I do not call myself as a âprofessional artistâ, therefore my input may be lacking a few aspects however still hopefully be useful enough!
1, Realism
Making a ROBLOX GFX is not always so easy, because you have to factor in three major things: Posing, Lighting, and the Environment.
- Poses
Depending on what GFX it is, thereâs always a main focus character(s), object(s), environment, etc. Your GFX mainly focuses on the character, with the background as the environment supporting the main characterâs characteristic. In terms of the pose, I really feel like itâs quite stiff. Now, I canât really tell you what I mean by this, but let me tell you how you can somewhat create a much realistic pose.
Go to an empty but spacious room, and try recreating your pose. If you want to avoid cringe-ness at all costs, ensure the doors are locked and no hidden cameras are in place. (Even Disney animators lock themselves up in a restroom just to recreate their animations!)
If that is not suitable for you, you can just look at some pose references on Google! In the case of your pose, I recommend that you bend the limbs more! Make it so like the character is actually leaning and pressing towards the wall, add the impression that the wall is actually holding his pose.
- Props & Environment
Now in regards of props, I believe those glass bottles can be much more better! If youâre using Blender Cycles Engine, you can go to the material, change it from Principled BSDF to Glass BSDF, go to Film (Render Properties > Film), then click on Transparent Glass.
For the trash can, you can adjust the Metallic value, Roughness value, or even create materials using Shader Editor and nodes! Shader Editor is a really good workspace that uses nodes and you can really play around with various textures such as Voronoi Texture, Noise Texture, or even displacement textures (Modifier Properties > Add Modifier > Deform > Displace, then scroll down to Texture Properties)!
Now for that brick PBR, I suggest inputting a Mapping node, then plug in a Value node to control the size of the bricks, because realistically, a brick wouldnât really be that bigâŚ
- Lighting & Types of Lighting
Now, each scene calls for different lighting types. However for me I usually use what I call a âTwo Tone Contrast Lightingâ (not an official name). Itâs named that way because I usually use two tones that contradicts with another, making a good contrast color between each other, and then add a neutral light (ambient light, usually cyan, pastel colors, etc) to put some highlights to either the environment, props, or the characterâs accessories.
In the case of your GFX, the main lighting is already good enough, however I do have some suggestions. First, lower down the lamp light, put some more saturation (make it more orange-ish). After, add a small area light, maybe a neutral light if you want (cyan/blue).
Now, onto nerdy stuff; Lighting has different types:
Now, a crucial note: Your GFX, your choice! These lighting types are sure essential to know, but however it is still practically your choice to either use them or not! Though for me, I donât really use them that much.
- Cloth
Now for the cloth, the cloth gives away some part of the âcharacterâs skinâ. Therefore, we can make this an opportunity to make the clothing actually look like clothing! This is unfortunately only a technique for Blender 2.9+ so if youâre using anything but that, this wonât work.
Differentiate between NoMat or Mat with folders
In order to Blender to recognize which part we need the clothing to be appealing and actually be different, we need to split them to two materials. Export your character firstly with the clothing, name it as âMaterialâ or âmatâ for short. Export your character again but this time without any clothing, you can export it with the title âNo Materialsâ or ânomatâ in a different folder, this nomat image will be the skin of the character, while the mat image will be the clothing of the character.
Next, go to your editor software, go to your mat image and delete the skin on the image. Make sure you export it as PNG, as JPEG cannot be exported as a transparent image.
After that, change the image texture on the rig to the nomat image. Duplicate the limbs of the rig, re-texture the image to the mat image. Go to the Shader Editor, then link the Alpha of the Image Texture to the Alpha on the Principled BSDF. Once that is done, go to the Material Properties, scroll down until you reach the Settings, then click the dropdown of the Blend Mode from Opaque to Alpha Clip. This way, Blender knows that we want to make the Alpha of the mat texture to be transparent.
Unfortunately, I no longer retain the time to create the second chapter which was supposedly â2, Post Renderâ. I do hope however this tip suffice and be helpful, because I really did spend hours on this replyâŚ
Anyways, donât forget that playing with your tools and properties really matter and does help when you stumble something helpful for your future GFX scenes! Good luck on your GFX adventure.
In the new version there is a big improvement in the textures and shaders (the bottles, the bin, the bricks and the snow). But it is also true that in the old version the light is very well managed, thus creating effects and shadows that are not there in the new one (see the dress, in the new one it is very flat). I advise you to raise the normal map value to make the dress more wrinkled. Nice work anyway!
I like the old version better, it looks smoother and is easier to see.