View Full Version : 3d Scene - French Village
sexychicken 08-23-2003, 12:28 AM http://www.guise.ca
Here is my first attempt at an environment. What do you think?
http://www.guise.ca/models/IG_village1_reg.jpg
Here is another shot.
http://www.guise.ca/models/IG_village2_reg.jpg
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dEbZzZ
08-23-2003, 01:10 AM
wow, this is really nice...:) :thumbsup:
BigSky
08-23-2003, 01:20 AM
Nice texturing...I like it.
I think perhaps you could introduce a bit more contrast into it..it seems a bit 'soft', specularity especially.
Also, perhaps find a different lighting solution...the sky light makes everything very diffuse. Perhaps a low intensity spot somewhere?
Also, the FOV of the camera seems unnaturally wide.
But hey
The texturing rocks..you have a great talent.
;)
RogerM3D
08-23-2003, 01:26 AM
Very nice texturing, but the image seems a bit low-poly for my likeing. Its great if its for a realtime game (or such) as of its lowpoly setup. Or else I am wrong and it is high poly, in which case the lighting is making it seem flatter and such.
Love the texturing and mood in it though :)
TheGreenGiant
08-23-2003, 01:30 AM
wow, that is nice. I really like how that GI is giving the image (albeit simple and low poly) a nice clean look. The tree works well in the composition.
You know what'd be really nice (even though this isn't the focus crit forum) - some wire.
:applause:
WOW,
That looks really great! I like it the way it is.
swodele
08-23-2003, 05:07 AM
i love the style ... i agree that it looks a bit flat though. is this for a game? i'm interested in how many polys you have there, cuz the buildings look low poly, but the fountain looks to be a bit higher poly (compared, anyway).
JA-forreal
08-23-2003, 05:56 AM
You have a great eye for detail and you organized the details into a beautiful 3d scene composition. Most of my projects involve building 3d environments and I have fun building them. Good job!
Thekkur
08-23-2003, 11:17 AM
hmm, it looks more like a German village to me. Maybe it's the lighting that's too cold?
sannyasi
08-23-2003, 07:00 PM
It looks like you have a great start. My advice would be to replace some of the texture maps used in the scene, like the roof texture on the very right building in pic#2 (looks tiled) and the roof texture on the building with the tree in front doesn't look like it fits. Also watch the scale of your textures like the brick walls and the ground in pic#2, I like the ground but you have bricks there that are nearly 1/4 the size of the doors.
I agree with RogerM3D and BigSky, in that I would also like to see more contrast in the image (personal preference). But adding a spot to simulate a sun probably would change the mood from what you may want. If this is medieval scene it shouldn't be sunny, perhaps changing the time of day closer to dusk and adding lights in windows and on the street to add the contrast, would keep that medieval / darker mood. Adding more polys (if it suits your needs) would be good as well as adding some objects and debris in the street.
Sorry for writing so much but I hope its helpfull
Keep up the good work.
yowchuan
08-23-2003, 07:19 PM
Wow...Wallace and Gromit style... very nice!
In the first pic, the transition between the bricks on the floor feels a little uneasy at first... just my personal opinion.
Cheers,
YC
janus
08-23-2003, 08:01 PM
Yeah, nice work dude, i like it
i somehow reminds me of a blizzard engine, an in-game screenshot with a load of AA, more polys and details ;)
greetz, janus
Nice texturing work, like the colorscomp alot!!
How big is the textures and the polycount? Just curious;)
(Like other said it is to much FOV distortion I think).
Emoy one
08-24-2003, 12:47 PM
nice work but i think you can do something best for uv coordinate and textures themselves...
sexychicken
08-25-2003, 12:46 AM
Thanks for the input guys. I guess the first thing that I need to work on is the lighting. I used a final gathering on this scene and I found it hard to control the highlight burns. I think that I will try a different approach to the lighting. I am thinking a lower intensity key light and more fill and rim lighting. My personnel preference is for lower contrast images, but I will try some higher contrast and see if people like that more.
I tried to keep the polycount and the textures relatively small. I was aiming more for a gaming type environment. The buildings that you see only make up about a third of my scene, but I wanted to get some feedback before I finished the rest of my buildings. Most of the textures for the scene are 1024x1024. There is a separate map for each building, one map for all the foliage , one for all the tree trunks and one for the sidewalks. The ground plain is a 4096x4096 map.
In my completed scene I am planning to add some street lamps and do a couple of night shots.
If you guys know of any good lighting solutions, I am open to hearing about them. Thanks
janus
08-25-2003, 08:26 PM
Originally posted by sexychicken
I tried to keep the polycount and the textures relatively small. I was aiming more for a gaming type environment.
Originally posted by janus
it somehow reminds me of a blizzard engine, an in-game screenshot with a load of AA, more polys and details
hehe ;)
i'm anxious to see the completed scene and most notably the night shots!
greetz, janus
toonface
08-26-2003, 04:02 AM
:beer: Yes, definetely some sweet texturing you got there.
However, I think the first camera angle is a bit odd.
Nice work!
sexychicken
08-27-2003, 11:53 PM
The camera angle is a bit wide. The buildings are in a close proximity to one another and I wanted to be able to show as much of the scene as possible. I am posting another image here in a couple of days that should deal with that issue and the contrast issue.
sexychicken
08-30-2003, 07:53 PM
Here is another shot. I tried to increase the contrast a bit.
http://www.guise.ca/models/IG_village3_reg.jpg
graffb
08-31-2003, 06:56 PM
Very good texturing!
Oktavian
09-01-2003, 10:21 AM
Good work! I made some similar for 3d-realtime a while ago.
Vladvrz
09-01-2003, 10:38 AM
For a realtime scene it's a bit flat looking texture wise.For a game it will be good enough.A bit flat.But still the original and different textures from building to building are well done.The design too looks good.Overall nice work.:beer:
sexychicken
09-06-2003, 05:09 AM
:wavey: Thanks for the positive feedback guys.
Why dosn't anybody rate the pictures? Do I need to do something to set up a poll?
Mrtvy brouk
09-06-2003, 08:40 AM
I like your pic but as said before, the textures need tunning. There is also one more thing that does not look well to me, it is the polygonal edges on the fountain in the middle!
boboroshi
09-06-2003, 09:55 PM
Looking swank. I'd go for more bump mapping but if it's for a game and not photo-real, then you're on the right path.
gmoran
09-07-2003, 05:53 AM
Wow great texturing and lighting!!
:thumbsup:
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