Artwork > Finished Works and Works in Progress
Old house WIP
dwsel:
I'm making lately building in medieval style. It's for 'DIORAMA' challenge on Animanon forums. I just decided to make a bit more 'pretty' render than the previous ones. I hope you like it ;)
More details on the progress and further plans in this topic: http://www.animanon.com/Forum3/index.php/topic,878.0.html
Any more ideas what can I improve before the deadline?
RudySchneider:
I really like the old-tyme "grainy" feel of that render, dwsel!
ENSONIQ5:
Excellent render. Recessing the windows and door, rather than having them added on the outside, would make the building more accurate, as doors and windows are usually inserted into a gap in the wall. This is particularly true of the door, as the ground floor walls would be quite thick to support the weight of the building above. A bit more depth on the stone wall material (ie. deeper bump, darker shadowy bits) would also be an improvement.
Overall a really nice render, as Rudy mentioned it has a nice grainy feel and I also particularly like the material used for the timbers, nice grain and respects the techniques of timber construction.
dwsel:
--- Quote from: RudySchneider on October 06, 2011, 02:07:55 pm ---I really like the old-tyme "grainy" feel of that render, dwsel!
--- End quote ---
Thank you! I used on the image the same texture as it's on the wall. On the other side the grainy shadow starts to annoy me after I look about on it a bit longer. I will work more on lighting later after I add vegetation and some props.
--- Quote from: ENSONIQ5 on October 06, 2011, 04:45:13 pm ---Excellent render. Recessing the windows and door, rather than having them added on the outside, would make the building more accurate, as doors and windows are usually inserted into a gap in the wall. This is particularly true of the door, as the ground floor walls would be quite thick to support the weight of the building above.
--- End quote ---
Ah, in my area in older buildings it's not that uncommon to see cellar with stone walls of thickness like this, with windowsills on each side deep on 20 cm (not counting the window thickness), that could serve easily as a bunker ;D
Here it's the case of flawed design. Windows and doors are not recessed into the wall, because in this model walls are paper-thick with cut out holes of the size of windows. Redesigning them would require now some additional steps I want to avoid during this comp. And I like wooden window frames at the moment ;) It's much worse with door, because I did not design yet any hole in the wall and the wall has real bumps in geometry, so door look even more detached... ???
--- Quote from: ENSONIQ5 on October 06, 2011, 04:45:13 pm ---A bit more depth on the stone wall material (ie. deeper bump, darker shadowy bits) would also be an improvement.
--- End quote ---
Actually all of these materials have bump of strength between 50 and 100. I'd like to make bumpmap stronger for some of them, but the value of 100 can't be pushed further (even with tweaking file by hand - when I set it to i.e. 300 as far as I remember it returns to default or to 0 value). What you see on the ground level's wall is bump of 100 (bumpmap brightness is scaled so that the whole range of values is used), then I noticed it flatness so I subdivided the surface and started to move vertices around by hand. Now I see I could prepare subdivided surface in Terranim8or earlier and import it to get higher grid resolution than I was still able to handle by hand, for greater quality and less work.
BTW, I'm wondering if bumpmap in ART is object scale dependent or bitmap scale dependent. Did anyone ever made a tests of this? I'd really love to have native normal maps or displacement.
headwax:
hey great stuff :)
For me I would bash it around a bit use a warp modifier? Just pull a few verticies around so the building looks lived in.
Has anim80r got soft select - can't remember - if so that would help.
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