PDA

View Full Version : Fantasy houses


Dalaran AW
05-03-2003, 05:29 PM
Hello there,

Lately I am involved in a fantasy project. For this project is an fantasy environement needed, with some cities. This city I am working on now is for the "farmers". That live in an valley. I am still in the process of designing and defining my style :)

I work with Maya. I lit the scene with 4 lights. 1 Directional, 2 pointlights and one big arealight thats lits the whole scene mild.

Any suggestion are welcome :) (lights, modelling, texturing)

Greetz,
Dalaran @W

http://home.wxs.nl/~verh2976/house_test.jpg

Dalaran AW
05-03-2003, 07:29 PM
Hi there,

I hope "No news, means good news" rule is aplyable here... hehehe... just kidding ;)

Dalaran @W

phoenix2k
05-03-2003, 07:32 PM
i think the style is quite nice actually :)...
one thing i would change is the bumpmap... since it is so large, it makes the rest of the building seem pretty small... but hey, thats only my opinion :)...

Dalaran AW
05-03-2003, 07:35 PM
Cool thanx...:thumbsup:

Do you mean that the scale is too large of the bump map... or the intesity ?

Greetz,
Dalaran @W

Thomas S Nelson
05-03-2003, 07:40 PM
Nice shape. Reminds me of ceramics on a wheel because of the shape and texture. Perhaps you could add some details that would help establish a sense of scale. An entrance and light openings... if heating is by fire, some provision for ventilation. You might consider an overall deformation to soften the perfection of the circular geometry and to imply aging, ground settling and the skill level of the population responsible for its construction. Do you have a specific type of building in mind? Dwelling, community center, storage, religious ritual or other infrastructure.

stay well,
Thomas Scott Nelson

Dalaran AW
05-03-2003, 07:56 PM
Thank you Thomas,

I will add some more detail and come with a new pic soon...

Greetz,
Dalaran @W:)

chips__
05-03-2003, 08:17 PM
yeah, detail would be really cool. Also, the size of the colormap might be a bit big? plus it might work better if the 'wireframes' (?!?!?) were made of another material than the walls and the roof?

other than that, it looks good... can't wait to see the completed scene :rolleyes:

Dalaran AW
05-03-2003, 10:06 PM
Hi there,

I took the time to adjust some minor things.

- I increased the scale of the color map on the roof.
- I made some windows and a door opening.
- I changed some texture maps.

I am not entierly satisfied with the changes, but I am working on it. Feel free to comment again :)

Greetz,
Dalaran @W

http://home.wxs.nl/~verh2976/house_test2.jpg

Dalaran AW
05-04-2003, 02:18 PM
Hello,

Here is another test render of the bigger architecture within the city. This is some sort of palace or cityhall. It still needs some modelling.

-Here is also some background info on the civilians of this city.
The head of the city, are 5 mages who are skilled in making divine lanscapes. There some sort of magical farmers.
The normal residents are just farmers who help to maintain the plants and animals in good conditions.

Suggestions are welcome!:rolleyes:

http://home.wxs.nl/~verh2976/paleis_test.jpg

phoenix2k
05-04-2003, 02:26 PM
thats definately better than before!... keep going, it looks great :)

Dalaran AW
05-10-2003, 05:13 PM
Finally a new update... :)

I started to block out the scene... and made a first try of the comp. of the city. Also I did some texturing (still not final, just a test).

It has to be set in a dusk mood. So I am still working on that.


http://home.planet.nl/~verh2976/wctest.jpg


Greetz,
Dalaran AW

Maximus Groff
05-10-2003, 05:29 PM
looks like a mini-world... not a big city..
I think its the textures too repeated and small give this look.

;)

Dalaran AW
05-10-2003, 05:34 PM
Yes... youre right... maybe its also because because of the incomplete texturing... and maybe if I added some depth fog... the scale would enhance...

Thanx,
Dalaran AW

Thomas S Nelson
05-10-2003, 06:37 PM
Dalaran,

The main reason that your scene is looking like a miniature is not due to lighting, textures or fog.
It is because you have not yet put in the world that extends to the horizon. Your implied viewpoint, being high up in a tower, is the level that the distant horizon line should take across the rear of your scene. It is always at the height of the viewers eyes - this is where the ocean would meet the sky; the line that the distant mountains would have to rise above - it is the imaginary horizontal line that all of your geometry is receding towards. With out this line, your world falls off precipitously at the last building and looks as though it is only a miniature on a table top rather than being located in a greater world.
You will find books on 2D perspective techniques helpful in explaining this concept further.

I hope that this is helpful to you. You scene is coming along very nicely and I wish you all the best.

Thomas

Dalaran AW
05-10-2003, 11:39 PM
Thanx guys for the tips and comment... :)

So with some more depth in the scene and an imageplane would make the scene a lot grander in scale. I will add these adjustments asap and post an update...
Does anybody knows where I cab get some good mountain textures...? Those are hard to get...

Thanx,
Dalaran AW

Dalaran AW
05-11-2003, 03:59 PM
Hi there....

Got an new update... added some background... but i am not satisfied with the mountain texture... :hmm:

http://home.planet.nl/~verh2976/wctest2.jpg


Please give comment... I want to achieve as near as 'Photorealism' as possible :rolleyes:

Thanx,
Dalaran AW

Rei Ayanami
05-11-2003, 04:30 PM
on the right, there is nothing where there should be a leed to the terrain. This give the impression that the moutians are just propped up behind it. As for the PR'ism try adding more busyness to the bump of the sand, if you know what i mean. this should give the effect that the sand is acctually tiny too.

Oppie
05-11-2003, 04:35 PM
Put in some shadows. Without them, it's hard to achieve Photo Realistic

Dalaran AW
05-12-2003, 12:03 AM
Yo guys.... :)

Another update... there are still some problems with the shadows... but I am trying to fix that... (hard :annoyed: )

http://home.planet.nl/~verh2976/wctest3.jpg


Greetings,

Dalaran AW

Dalaran AW
05-12-2003, 08:14 PM
He yo...

Another update... added some more detail, and experimented with light... also the depth fog is gone... I think i like with depth fog more... :) Give your opinion... please... :D

http://home.planet.nl/~verh2976/wctest4.jpg



please give some comment... so I can improve the overall mood...

Greetz,
Dalaran AW:wavey:

Flash FROG
05-12-2003, 08:28 PM
Cool it looks like some sort of egyptian vilage but higher tech, I like the texture on the roof.
Very Nice:thumbsup:

Dalaran AW
05-13-2003, 12:59 AM
Thanx... for the comment... it is indeed some sort of ancient civilisation... with some influences of the Egyptians :cool:

Is there anyway... I can give my scene more scale... ?

Laterz,
Dalaran AW

BiTMAP
05-13-2003, 01:29 AM
your temples don't fit the style of the rest of the buildings...

Dalaran AW
05-13-2003, 01:32 AM
Originally posted by BiTMAP
your temples don't fit the style of the rest of the buildings...

Hi... wich buildings do you refere as tempels... tell me so I can do something about it...

Thanx...
Dalaran AW

TyKeiL
05-13-2003, 01:43 AM
i prefer the pic without the depthfog, only because the fog was too thick,

if you do put the fog in again make it almost imperceptable,

you definatly got the scale nicely now, the only problem is that most of you models look lacking in detail enough that it looks like a scale model when you look closely,..

this place is going to need a fair infrastructure to upkeep, loads of people.

looking forwards to more of this work :)

Maximus Groff
05-13-2003, 11:42 PM
Needīs desperately some fill light...

use the 3 way lightning:

Key light generates the shadows and strong (1);
fill light is the opossite direction of the key, no shadows (.3);
and backlight is behind the model, omni prob (.3);

give that a try ;)

c ya!

unLevel
05-14-2003, 08:44 PM
Ok, a few suggestions, depending on how much time and how detailed you'd like this to be:

http://infused.f2o.org/trent/guide.gif

1. I'd make some steps to raise the curved columnade off the ground abit, 3-5 steps should do nicely.

2. I would cut these steps in HALF, just take them off somehow and bring all the upper steps and the buildings down to the ground, the buildings should not form a wall...

3. Greek and Roman buildings use a roof style like so:
http://www.saed.kent.edu/SAED/History/Rome/Temples/fortunavirilus2.jpg

EXTRA DETAILS: if you'd like to make these more like Roman roofs, and you're just simply bored:
http://www.chestercc.gov.uk/heritage/education/Roman/gif/Romanroof.jpg

4. Here, with this large vase type thing, you have 3 options:
-remove it
-add a second one to the other side, for balance
-move it to the right side, to offset the large building

5. These two small buildings, if joined by an arch, would greatly add a roman influence, some references to these types of arches:
http://www.cavazzi.com/roman-empire/tours/rome/pictures/arch-titus-01.jpg
http://www.southbend.tech.purdue.edu/arthistory/Roman/images/rom_const_arch2.jpg

6. If you'd like to, you could put a lot of columns there, that would take away from the massive block look

7. It might be better if you combine those secondary round buildings into the first one, line up their centers with the main tower's outlying wall, so they will look like add-ons or bayed rooms instead of seperate buildings (check out the haga sophia building for reference, I can find some if you'd like)

8. Oops, there's 2 8's....ok, the one with the little window drawing is just that, a suggestion to maybe make some holes for windows, arched ones or blocks, in a few of the towers)

8. I'm thinking of an idea for a really cool entry arch for that area, I might can make a model of it for demonstration purposes?

Again, these are just suggestions, and you don't have to do anyof them

Also, if you are doing a temple, here's a link to an interesting one, just for pretty-picture sake:
http://www.saed.kent.edu/SAED/History/Rome/Temples/venus.jpg

Good work so far :beer:

Dalaran AW
05-15-2003, 12:10 AM
WOW!!!... Thats so cool!!! :eek:

This comment is so usefull... thanx a lot... Give me some time to work on it... because I want to add all your points... and you will see updates soon... :thumbsup: :thumbsup: :thumbsup:

Thanx UnLevel... ;)
Dalaran AW

unLevel
05-15-2003, 02:54 AM
hey, no prob man, architecture is my first love:love:

I'm looking forward to your update, and I've got a few more ideas for a few scenes, if you'd like...

Dalaran AW
05-20-2003, 05:41 PM
Sorry for the slow progress, but my pc system is a little broke. It keeps resetting randomly :annoyed:

But here's a little update, following the adjusment suggestions of Mr. UnLevel...

http://home.planet.nl/~verh2976/wcv6.jpg

Greetz,
Dalaran AW

unLevel
05-20-2003, 05:45 PM
good update, few notes:

I'd make those steps that were suggested in the previous post under #1 a bit smaller

refer to #3 please, thanks

good work, sorry bout your comp resetting often, anything I can do?

Dalaran AW
05-21-2003, 12:14 AM
Thanx...

I will see to it, that the adjustments will be done...

QUESTION: I need this environement to be as photorealistic as possible... anybody has some suggestions PLEASE:bounce:

Greetz,
Dalaran AW

Maximus Groff
05-21-2003, 12:44 AM
Dalaran,

This is great!!! awesome... if u need processing power to do
a fly by just ask man.. i render for ya!

;)

Maximus Groff
05-21-2003, 05:08 AM
Found this awesome FREE textures...

http://www.robballen.com/textureshop/

;)

rrobert
05-22-2003, 01:17 PM
cool, looks a bit like return of the jedi (starwars), jabba resort.

:thumbsup:

Dalaran AW
05-22-2003, 09:51 PM
Maximus Groff
wow... that would be cool... hehehe... we'll if I need some porcessing power... you'll hear from me...

Straight Mark
thanx for the kinf words... ;) I am indeed inspired bij the starwars universe because it is so rich in detail.... thanx...

Dalaran AW
www.ageofchaos.tk

MDuffy
05-22-2003, 10:29 PM
I'd suggest concentrating on your ground texture some more too. One of the problems with many CG environments is that they don't have the ground texture interact with what is on top of it. On a basic level, make sure that the changes/separations in ground types match up with your buildings. For example, in the raised step area near the number "4" in unLevel's overpaint, the lines of different floor materials should line up with the step area. Also consider where people walk and surface the ground accordingly. The areas at the base of trees should be such that they have holes/grates for the tree trunks to come up out of the stone/brick ground. Also around buildings you usually have a fringe of bricks that is set at a different angle (or a different size) than the majority of the floor. This edging really helps tie the buildings into the terrain.

If you have a renderer that supports it, this scene could REALLY use image based lighting if at all possible. You would need a 360 degree sky image with the sunlight bright on one part of the sky and a bit darker on the opposite side (look at the sky during sunset outside, and you'll see what you need).

Looking good.

Hope this helps,
Michael Duffy
mduffy@ionet.net

Dalaran AW
05-23-2003, 12:21 PM
MDuffy
Thanx for the handy tips. Do you know a good way to make the buildings interact with the floor? Just paint it in photoshop or is there an easyer way?
For the tree's I will make some big low pots to them in. And for the last thing about the bricks in different angles I dont understand fully. Could you help me with this?

Thanx,
Dalaran AW

JIII
05-26-2003, 03:25 AM
you are using maya right?

in that case you should be able to use HDRI (imagebsed lighting). which would make it look much more realistic.

ohh yeah great job it rocks.

Dalaran AW
05-26-2003, 08:05 AM
JIII
Thanx for the info and comment :) Well... I know those functions come with GI Renderers, like Mental Ray. But it is to darn slow, with rendering. Or is it possible doing it without using GI? I have a plug-in script called GI_Joe from Emanuel Campin (www.pixho.com). That is much faster and fakes the effect. Or must I do it on another way? :shrug:

Thanx,
Dalaran AW

Dalaran AW
06-04-2003, 02:53 PM
Hi Guys,

Sorry for the long wait... but were having some hardware problems... it will be fixed soon... and we will come with some new updates...

Greetz,
Dalaran AW

Dalaran AW
06-08-2003, 06:42 PM
Hello there,

The hardware problem is fixed and we are picking up the pieces again. And I will start of with a question about an effect I want to achieve.

http://home.planet.nl/~verh2976/wartrailer.jpg

On this image is a very cool sun effect. I tried to make it like this, but it doesnt work out. I want to achieve that kind of effect. Does anybody know how to do that. I work with Maya and Digital Fusion.

Thanx,
Dalaran AW

BTY
06-17-2003, 03:17 PM
Well from what I gather, that's a lens flare from 3ds max. I am pretty confident you could do that in another program's postproduction tool. Great looking architect. Coming together real nicely.

Dis
06-17-2003, 03:34 PM
Hi Dalaran !

good work, keep rolling =)

id save that effect for post production. in my opinion dont bother with things like that right now but keep modeling, and especially texturing. you can achieve similar effects by either lensflares (i wouldnt reccomend these) or better, with layers in post production. just mask out your sun, get some alphas for it, and blur ahead / give it different transfer modes like screen or overlay.

keep it up =)




Dis

CGTalk Moderation
01-15-2006, 01:00 AM
This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.