View Full Version : great hall & realism
06-24-2004, 12:26 PM
here is my dragon hall. How can i make it more realistic?
Every advice, hint, paintover ecc is welcome. Better if a solution is provided (e.g. "add smoky 2 layer in colour channel to simulate mud and volumetricspiff for dust"), but also general impression is ok!
thanx a lot :)
06-24-2004, 01:30 PM
link doesnt work for me
06-24-2004, 01:47 PM
It happens sometimes :sad:
not the best of market free hosting on the web...:shrug:
try to refresh until it works..well only if you think it's worth :)
06-24-2004, 01:58 PM
"Copy Link Location" and paste...
then... it works! ;)
06-24-2004, 04:40 PM
still no advice at all =(
06-24-2004, 04:52 PM
For starters, I'd model the mortar cracks for the bricks on the pillars, and maybe jiggle the points for a little randomness. The pillar's straight and smooth corners bring me out of the illusion.
Great start though!
06-24-2004, 05:51 PM
"Copy Link Location" and paste...
then... it works! ;)
also can drag the link up to the address bar, on IE anyway. (easier)
ref. pic, hmmm, I don't know, looks pretty good as far as the basics, it
has realism potential. The smoky-fog is a good thing. Possibly a little DOF.
also rendering the whole thing with radiosity and an HDR image, I've gotten good realism results.
Might want to add some more dappled light, also while I'm looking add more darker shadowy areas.
And the pillars (as mentioned), might be too straight and uniform
06-25-2004, 09:42 AM
thanx very much.
I know about the pillars, i tried to keep down the poly count.
better pillar modeling
deeper shadow areas
maybe dof and HDRI
any other suggestion?
thanx in advance :)
06-25-2004, 12:06 PM
the lighting seems a bit bright considering its only one light source?... meaning the shadows arent dark enough(atleast on the left side of the image) too much global illumination... unless the area behind the camera also has a light source (more holes in the wall, windows...)
or maybe my monitor is just too bright?..lol...who knows
06-25-2004, 08:13 PM
- remove the ambient light from the scene, that's what's washing out your shadows
- the ruler-straight edges on the pillars do stand out
- there should be something at the base of those pillars, dust, dirt, something. they just seem to meet perfectly for a building in such a state of disarray.
- you'll likely want to use Radiosity with a few bounces to counteract the removal of the ambient light.
06-26-2004, 01:28 AM
ya, i have the same feeling that the shadow is too bright too, which i dun have any solution for that though.
may be some depth of field will help to make viewer focus and more realistic on the pic. just a lil...
i love the texture:)
06-26-2004, 02:16 AM
firstly let me say take this with a grain of salt, and if it sounds harsh
please dont take it that way! The last thing i'd ever want to do is
discourage you! I dont offten do this because it makes me so uncomfortable,
but theres a lot going on here and i need to divert my mind...
I agreewith the other posts. the ambients a bit too bright - gives it a sort
of washed out/flat look. maybe some negative lights here and there (ambeint isnt a bad thing if you control it correctly :-).
the cealing looks odd at the sections it joins to the walls at - probably an
ambient lighting thing though - the 'light bounce' looks wrong .
The pillars are too narrow at the corners (dont mean to harp, but it
is noticible, heh :-).
Dont skimp on polygons if you need them. or alter the composition of the shot so its not exactly dead on even, tilting it a bit, or angleing downward could hide the straight vertical lines.
If additional polygons are that much of a render hit just bandsaw the columns across a few times and make the edges a bit uneven. (this can
actually work pretty good. i think i might have something i did that shows
what i mean (or maybe i'll wip something up.....)
Realistically wise, if that hole in the cealings been there awhile its
been opened to the outside environment, so there would be a lot of moss
on the walls, the floor would be broken up with grass, weeds and shrubs,
etc. leaves and other things would be on the ground.
In terms of 'what might be left over' in the crumbling ruin, possibly thinking
about what this place was (a stable? guild hall? nunnery?) could give you
ideas about debris (say if it was a guild hall, or meeting place or tavern, maybe crumbling benches, etc. tattered banners or flags maybe) but that
also depends on your timeframe as well.
you can also alter the 'feel' of the scene with the 'wuality of the light'.
it looks like a slightly off white colored light - which you wont find in nature really, so possibly tinting it a bit (A BIT!) yellow/orangeish or blue (depending on the time of day!) can seriously enhance the 'feel' of set pieces.
looks like you have a repeating patern on the floor. Its very faint but if you look at the brown spot on the floor (and what the heck is that anyays :-), just to the left of it you can see what looks like a repeating 'warn down' pattern on the floor that makes an almost straignt (perspective wise) line to the back wall.
the framing of it is a bit strange. all the way on the left you have the
volumetrics and the pillars. center you have some detail in the back wall
thats washed out by the volumetric lighting. rightwise you have the pillars and the pots, boxes and blanket (?) on the ground. this tends to make
the eye wander. theres a 'rule' about this in compositioning but i'm completely blanking on it now. the rule of thirds or something?
basically the shots static, with nothing center(ish) wise to catch the eye
before it moves outward for other details.
there was a trick about this which i just remmembered: Look at the picture, and squint your eyes until it becomes blury - The thing that stands out most at that point is the thing your eyes are usually drawn to first (I hope i got that right! Otherwise i can expect an angry e-mail if i got that wrong! heh)
Which is all meaningless if this is just a setup test shot, and not a test
of a final composition (if you understand what i mean :-)
sorry i think i got far more involved than i originally intedned there! heh.
again take this all with a grain of salt. one mans opinions and ideas (I guess
basically it boils down to how I would do it, but thats always the case
good luck and i look forward to seeing this progress!
(all spelling errors are the fault of that guy over there!)
06-26-2004, 11:35 AM
just my 2 eurocents :
the texturing is very similar on all the objects. I would personally change the floor texture completely
09-02-2004, 12:47 PM
for a reason i don't know the automatic mailing system did not alert me when you all gave me your advices after my last post.
So, first of all, excuse me if i did not posted my thanx =)
Second: i'm working on a new version of this scene and i will add your gems to my tresure =)
01-18-2006, 01:00 PM
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