In the Woods | Personal Artwork

Hi! I recently had some time, so I decided to create an Artwork called “In the Woods”. Now I want your feedback on what I should change, what you like, and what you don’t like about it. :slight_smile:

27 Likes

Very nice, The overall lighting and scene makes it look more and more realistic. Very nice keep up the good work :slight_smile:

1 Like

all i can say is wow. I don’t think anything needs to be changed. The rendering is overall very nice to look at. very realistic.

Keep up the good work!

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That’s so good! I like how the HDRI blends with the scene. I don’t have any criticism, but I do have a suggestion - try to add a second factor in, for example, a deer eating some grass or something. Something to draw their attention from one scene to another. This is an awesome GFX, and probably better than something I could ever make. Great job!

2 Likes

You are really a great builder, keep it up because this is an art!

1 Like

Giving a suggestion: Try to add more blur on some parts that’s deemed “far away” (background) from the main focus of the object. With all parts looks sharp, the perspective that it created feels weird. Other than that, it looks really nice

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The problem is, which one should the camera focus on? The hut or the lumberjack?

DOF isn’t necessary at every scene. i think it looks better without depth of field

btw i do think the quality of the character should increase a little bit bland.
just apply a little bit of displacement or bumps

What did you use to make it? 30 Characters

I’m gonna try to use bump/displacement maps and subsurface scattering.

I’ve used Blender for everything besides the watermark on the left. No color correction or anything because I don’t think it’s necessary.

1 Like

Sorry for the very late reply, i would suggest you focus to the hut, but less blur on the human. That way it’ll stll maintain the 2 main focus of the picture (with the most eye-catching one is the hut)

This is a great render! I don’t think the image needs any DOF. The only thing I would change is ramping up the brightness and contrast a little. Don’t be afraid to make your image lighting a bit more intense! The human eye has a very broad dynamic range. I would recommend cranking up the intensity of your scene lights until some areas are about to overexpose. If you’re rendering in Blender you can use the False Color View Transform under the Color Management tab to help visualize light exposure. Adding a little blue in the mid-tones using CC could also crisp up the feeling of your image somewhat, although the current yellow palette works great as a warm summer day.