lighting wise, the biggest problem is the lack of a nice and bright, direct light hitting both craft from one side at an angle. there should also be a white, dim fill light striking the opposite lower sides of the ships to pop it out just a touch.
concerning the planet. it doesn't have to be *exact*, i mean....if you're just using procedurals, get it as close as possible. what it needs are brighter colors for the ground. so you can actually tell its ground and what not. really make it 'pop'.
concerning procedurals....i disagree. for such a low poly model, procedurals won't look right for it at all. they're mainly meant for planet work, or filling in spots where generating image maps would be damn near impossible do to an insane poly count. either way, we'll see.
Brad Mick
concerning the planet. it doesn't have to be *exact*, i mean....if you're just using procedurals, get it as close as possible. what it needs are brighter colors for the ground. so you can actually tell its ground and what not. really make it 'pop'.
concerning procedurals....i disagree. for such a low poly model, procedurals won't look right for it at all. they're mainly meant for planet work, or filling in spots where generating image maps would be damn near impossible do to an insane poly count. either way, we'll see.
Brad Mick