View Full Version : In The Castle
jileshpatel 06-28-2006, 07:02 AM Hi, I recently created interior scene of castle and rendered from diffrent angle so give me critique and comments...
[modeling in 3Dsmax, Textures made in Photoshop, Lighting and Rendering with Brazil r/s, Compositing in Combustion.]
Scene 01:
http://jileshpatel.com/gallery/3d_still_animation/3d_in-the-castle_01.jpg
Scene 02:
http://jileshpatel.com/gallery/3d_still_animation/3d_in-the-castle_02.jpg
Scene 03:
http://jileshpatel.com/gallery/3d_still_animation/3d_in-the-castle_03.jpg
Scene 04:
http://jileshpatel.com/gallery/3d_still_animation/3d_in-the-castle_04.jpg
Scene 05:
http://jileshpatel.com/gallery/3d_still_animation/3d_in-the-castle_05.jpg
Scene 06:
http://jileshpatel.com/gallery/3d_still_animation/3d_in-the-castle_06.jpg
Scene 07:
http://jileshpatel.com/gallery/3d_still_animation/3d_in-the-castle_07.jpg
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toussaint
06-28-2006, 09:22 AM
hi,
looks very nice, i like the texturing work.
but is it a game environment or what? so just because its kinda boxy (hm.. not boxy but.. you know what i mean.. lowpoly and stuff)..
and it looks a bit too blurry to me....^^
but anyway, great work, keep it up
Archael
06-28-2006, 12:29 PM
Your textures are lovely, but the depth of field effect makes the scene look very small, like a miniature model. The low-poly geometry adds to this effect. If it's for a game then fine, but if not I think you should add more detail to the geometry.
jileshpatel
06-28-2006, 12:57 PM
Thanks for appretiation, this is not a game model i used low poly modelling techniques with detailed textures, some GI with Brazil renderer and depth of field by combustion. As per suggestion for too much blur for DOF i am going to edit. also giving some correction in textures.
sneh_5000
06-28-2006, 01:05 PM
Hello Friend,
I liked your work. Good Texturing and lightning. But I beleive that the lightning doesn't give the realistic effect. If you are making this scene for game or something then this would go perfectly. but I beleive you can more explore with light and shadows.
But at the end it's a Good Work. You may improve from this.
Bryan Y
06-28-2006, 04:46 PM
You need to know when to use depth of field and when not to. Depth of field is a beautiful tool and quite necessary, but it is abused. Here are the basic guidelines for depth of field:
1) Landscapes where the point of the image is the landscape: use the smallest aperture you can for maximum depth of field from the foreground to infinity.
2) Architecture where the point of the image is the architecture: use the smallest aperture you can for maxiumum depth of field, as in landscapes.
3) Portraits: use a large aprture and focus on the subject's eyes, and blur the background. The exception to this rule is if a wall (which is perpendicular to the film plane) is directly behind the subject and very close to the subject and its detail deserves to be in focus as well, due to its texture. Another exception to this rule is what you might call the 'storytelling' full body portrait, where the subject is posed with his things, in a style reminiscent of large format black and white portraits of the 19th century.
4) Sports and action photography: use a large aperture to get a fast shutter speed, and this results in a blurred background and a sharp subject frozen in action.
5) Closeups and dialogue in cinema: use a large aperture, focusing on one or the other or both, depending on their position and who is doing the talking - the idea is to draw the viewer's attention where you want it and to create a beautiful blurred background.
Great texture work.
I agree with the others above and their comments.
Also, the blocks look very large which also makes the scale of the scene look off.
BgDM
jileshpatel
06-29-2006, 05:27 AM
You need to know when to use depth of field and when not to. Depth of field is a beautiful tool and quite necessary, but it is abused. Here are the basic guidelines for depth of field:
1) Landscapes where the point of the image is the landscape: use the smallest aperture you can for maximum depth of field from the foreground to infinity.
2) Architecture where the point of the image is the architecture: use the smallest aperture you can for maxiumum depth of field, as in landscapes.
3) Portraits: use a large aprture and focus on the subject's eyes, and blur the background. The exception to this rule is if a wall (which is perpendicular to the film plane) is directly behind the subject and very close to the subject and its detail deserves to be in focus as well, due to its texture. Another exception to this rule is what you might call the 'storytelling' full body portrait, where the subject is posed with his things, in a style reminiscent of large format black and white portraits of the 19th century.
4) Sports and action photography: use a large aperture to get a fast shutter speed, and this results in a blurred background and a sharp subject frozen in action.
5) Closeups and dialogue in cinema: use a large aperture, focusing on one or the other or both, depending on their position and who is doing the talking - the idea is to draw the viewer's attention where you want it and to create a beautiful blurred background.
Hi Bryan, Thanks for tips of dof, can u discribe me in any one or two scene to use aperture and shutter style in textual or pictorial manner so understand it right way.
jileshpatel
06-29-2006, 05:31 AM
Great texture work.
I agree with the others above and their comments.
Also, the blocks look very large which also makes the scale of the scene look off.
BgDM
Hi, thanks but as i've make wall blocks little big because in ancient architecture they were used very large blocks so i've used it so.
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