Hey guys, just thought I’d start a thread where I can post my Corona works in progress. I welcome any feedback/suggestions. The first thing I’ll be showing is a test render of another exterior scene based on PoE. Some things to work on but nothing huge (although I might transform the cave entrance into something in the semblance of architectural ruins, i.e the Vaal Ruins).
beautiful
Looks promising, waiting for more…
Thanks guys. =} Update with a test render of the secondary part of the forest (Vaal ruins entrance). Needs a bit of work but I’m relatively satisfied with the direction. I also tried setting up a waterfall with Max’s native pflow system, although I’m not having an incredible amount of success. I plan on having at-least day & night renders/comps of each area.
The first render with the waterfall remind me of “Mud Flats” before you enter “The Lower Submerged Passage” (I know the renders are from act 2 :p). Love your PoE renders, keep it up ! ![]()
Thanks dubcat. =] And yea you’re right; now that you mentioned it does look like that entrance/area. I think the lighting & colors have a similar aesthetic; especially since in-game you typically only see the cavern entrance after activating the ancient seal.
Hey guys, just a WIP render of the atziri gauntlets. Need to finish a bit of extra scene setup/materials & will be posting the final version soon (any critique/input is welcome though). Will also post the final renders of other scenes I did recently, although they’re already up on my site/reddit. Cheers :}
Material experiment/study & quick prop model based on the Bloodplay Stiletto concept, from poe. Will do a few more little changes.
Hey guys, few more renders. The gauntlet is a finished render, as well as Diagon’s Alley; the others are test. =] Nighttime Diagon’s render coming soon as well.
Wow, town scene looks fantastic, except pavement - those tiles looks too modern and doesn’t fit here at all.
Hi. I really like the town-scene too. How did you make the snow? Post or 3D?
The town scene looks fantastic. I would really love to see it slightly refined. Things that I find bothering most:
-snow flakes are far too big and too uniform
-tiles on the road, as Romullus mentioned
-the clumps of snow/ice on the ground
-lack of smaller details, maybe even crates or barrels would help ![]()
Thank you for the feedback rom and maru! I agree with what you said, although tbh I didn’t notice the pavement was too modern for the scene at first. I was somewhat bothered by the other things as well, so I’ll try to make some refinements for the next renders (& probably edit the current one too.)
@Proh Thanks. The snow is 3d, using a particle system for the falling flakes, cscatter for sticking flakes, layered corona materials for frost/snow for details [crevices & intersecting geometry], and some geometry+displacement for the raised areas.
If you have any other questions or remarks feel free to mention. =]


