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Topic : "Futuristic Senate House" |
shawnhud member
Member # Joined: 04 Dec 2002 Posts: 121 Location: Northern Virginia, USA
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Posted: Thu May 08, 2003 9:26 am |
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I spent about a week on this and am pretty pleased with the results. I modeled the building in Max, and painted over it in Photoshop. I think there might be a few issues with light source consistency, so I want to know what you guys think. Thanks for any reply.
![](http://www.geocities.com/shawnhuddleston/senate_house_txt.txt) _________________ Put a muzzle on her Turkish, before she gets bit. You don't wanna get bit, do you boy? |
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shawnhud member
Member # Joined: 04 Dec 2002 Posts: 121 Location: Northern Virginia, USA
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Posted: Thu May 08, 2003 10:06 am |
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Sorry, Geocities is killin me......
![](http://images.deviantart.com/large/indyart/indymisc/Senate_house.jpg) _________________ Put a muzzle on her Turkish, before she gets bit. You don't wanna get bit, do you boy? |
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Rychan junior member
Member # Joined: 22 Apr 2003 Posts: 44
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Posted: Fri May 09, 2003 3:32 am |
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I think your building looks too "clean", especially since it looks like you're trying to go for an industrial / grungy look for the building (with the pipes and rust trails) If you're not careful with your textures in 3d programs it's easy for this to happen. It looks to me like there isn't enough high frequency detail. I can see you have some pits and such in the building, but I think it needs more.
Playing around in Photoshop for about 10 minutes I did this:
+ the original =
There's some artifacts there but I think if you sat down with it you could make something that pleases you. Basically you're just adding noise and overlaying it. I tried to be smarter by sectioning out different pieces and motion blurring the noise so it looks like consistant grain in the building pieces. I just sectioned it by selecting color ranges, though. You could go in by hand and do a more careful job of it.
Or even better you could go back and add noise on top of your texture / material before importing it into 3ds (even if it means making it much, much higher resolution first) and then re render. |
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Sumaleth Administrator
Member # Joined: 30 Oct 1999 Posts: 2898 Location: Australia
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Posted: Fri May 09, 2003 4:12 am |
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The first problem I notice is that the camera position feels like it a little too high or the ground is too low. Based ont he size of those people the "boxes" on the ground level must be more than 10 meters high, and yet we can see on top of them.
Technically that just means the camera is at a high point, but it "feels" wrong.
Also, there's something about the rendering of the structure that doesn't quite scale it correctly. The size of the people indicate that the building is MASSIVE, but it doesn't look massive. It almost looks like something you would build out of childrens building blocks.
Exactly what sort of changes would be needed to make the scale read correctly I don't know. More detailing would help, but I also think the shading/values play a large role too. _________________ Art Links Archive -- Artists and Tutorials |
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