View Full Version : Medieval Marketplace Environment - WIP
onephase 03-03-2008, 02:52 AM Hey everyone, seems like this is my first post in these forums and I regret not doing this earlier. I am a student from the Art Institute of Vancouver and am currently working on a Medieval Marketplace for my portfolio piece. Here are some of my first pass renders and I have about a week or so left until it is due. The remainder of my time will be spent on fixing the base textures, adding normals/bumps, and fixing a bit up on my church. Any comments/critique are appreciated. Thanks.
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onephase
03-03-2008, 02:53 AM
One more shot
vince22
03-03-2008, 06:23 AM
its nice work, keep going.
if you want to add more interest to the roads, you could add drains, ditches, potholes, garbage.
onephase
03-03-2008, 06:32 AM
That's a really great idea to break up the roads. I was also thinking about putting hay on the dirt roads to break it up too. Thanks for the comments
blank
03-03-2008, 11:45 AM
To me your ground texture seems a bit big, I take it that they are sort of paving slabs/cobbles or is it meant to be cracked dirt? anyway I personally think it would be more in keeping with real world scales if it was reduced by maybe 50%
Next observations depend on where your setting your village:
Dismal Village: Adding some more atmosphere would make it a more depressing place, a bit of very light distance fog maybe or even just ankle high mist which would be caused by the open sewers with the warm of the (well you get the picture) :)
Happy Village: Or maybe your village is in central europe up in the mountains so the air is clear and dry so maybe its a pretty village, so maybe brighten the lighting and and add a little more colour and contrast into the scene.
Apart from that looks nice, out of interest is this in a games engine or a render from your 3D App?
onephase
03-03-2008, 12:01 PM
Hey there blank. After I posted on a few forums, a colleague of mine pointed out the ground being too big and your comment just ensures that in fact it is a little oversized. As for the setting, I am trying to portray just a sunny day with a hot feeling to it (a litttle bit of red in the light). The houses sort of follow the city "Vannes" but other than that it is mostly fictional. I am rendering from Maya and a problem I am having is similiar to real life, the brighter the day the harder and darker the shadows. As I toned down my lighting, the shadows weren't as dark and allowed props and such to be seen when against the houses. I would love to add particles in my scene but am currently on a short constraint and will most likely have to leave that out. Thanks for all your consderations/feedback.
RyanPridgeon
03-03-2008, 01:32 PM
Awesome impressive stuff, but I have a few crits
First of all the stalls in the market look too random - if you go to most markets you'll find they have the stalls set up in rows. Also, on the really dipped road, I think the concave is way too exagerated. I know you want that sort of messy effect but it is just unconvincing
m1NDfReAK
03-03-2008, 03:58 PM
Hey Alan - James and I were just talking about how ginormous that ground texture was looking tonight. I think once you fix that it will help bring the piece together a bit better. However doing so will make the tileing a bit more noticeable. So you may want to think of ways to break it up like some of the other guys have suggested. I would play around with your physical sun a bit more, the lighting isn't really selling for me right now either. Does everything have their gamma node? It looks a tad washed out in some areas.
take care,
m1ND
Rich19
03-03-2008, 05:36 PM
Another thing you may want to try is adding dirt (lots of it) and generally making the place look less pristine. Other than that, I like it a lot.
Horror
03-04-2008, 10:25 AM
Nice work. The buildings look great. As Blank pointed out, my major crit would also have to be the scaling of the ground surface.
onephase
03-04-2008, 10:47 AM
Hey guys, thanks for all the feedback and everything is taken into consideration.
RyanPridgeon - The option to lay out my marketplace in rows was my intention but after laying it out and looking at it from all angles, it was very uninteresting and static. Thus, I went with the messy but organized kind of layout to break up the monotony. As for the concaving street, it is an inspiration I took from Fable 2
http://xbox360media.ign.com/xbox360/image/article/809/809716/fable-2-20070731060649357_640w.jpg
and felt it was a way to show off a different style of streets while still maintaining in my environment. My mistake on not explaining this part. If it feels like it is drawing away from this piece, please let me know.
m1ndfreak - Hey Graeme, I talked to you earlier about the whole sun issue and it's really limiiting my possibilities. It looks like I might have to settle with something similiar to this as alternating each attribute always causes a drawback. As for the ground I agree that it repeats too much and have to find ways to break it up with the time remaining for us (not much at all :sad: ) As for the gamma nodes, I missed one or two again =/ a mistake on my part and you can really tell which ones they are but I went throught them and fixed.
Rich19 - I am currently doing that by adding dirt, grime, grunge on my props and such to make it look less pristine.
Horror - I felt stupid after the first person pointed it out but I had just been tweaking layered textures an hour before my first pass and I guess that staring at my scene so much makes me overlook obvious things.
Again, thanks for all the critique/comments and I will keep this updated.
Enriq766
03-10-2008, 04:22 PM
Would you mind posting a wire? I am working on a very low poly market my self and I may add in more polys if I can get down how you added in the doors and windows. I am using textured on windows and doors. I like how you have the door ways. Its hard to tell how you did it. I would appreciate it. Thanks.
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