View Full Version : 3D Environment: Mayan Tomb
12 December 2003, 12:28 AM
Hello, I am new to this forum, thought I would post some work. I made this about 6 weeks ago. I have just begun my 4th month in max. This scene was the first production render I ever made using GI:
Although it's unlikely you will, please email me (mailto:firstname.lastname@example.org) if you would like the max file, you will need 5.1+ and Brazil
C & C as you will...
12 December 2003, 12:40 AM
Looks like something out of Serious Sam :)
the Muffin Man
12 December 2003, 12:41 AM
Nice lighting and feel.. however i would picture somehting more ancient for a mayan tomb.. and the growing ivy here blatantly shows youth..not necissarily of the location but something new happening here. This would be good for a storyline though..
I like the engravings.. however i think they are much too sharp/clear, make them more weathered and rounded rather than just a flat boolean subtraction? Not that i have any idea how to do this.. :-P and maybe some cracks in the stone.. it all looks like it was made yesterday kinda.
I like the floor it's unique :)
nice work :wavey:
12 December 2003, 10:25 AM
Thank yo for the comments. With hindsight I think the scene fell down on the fact that I didn't get enough decent references. But I got to have my first play around with GI, :D
12 December 2003, 04:36 PM
I get a hotlink.gis file with some random ascii characters...
12 December 2003, 05:42 PM
Sorry try this one: http://www.codeinthewhole.com/mayantomb.jpg
12 December 2003, 06:13 PM
First off, have you looked at mayan heiroglyphs? a lot of mayan "engraving" as actually telling a story.
(the first thing that came up in google)
I think integrating real glyphs, weathering, more dirt and overgrowth, and more decay would add a lot of authenticity to this shot. Nice composition.
12 December 2003, 09:49 PM
I agree...more tree growth and engravings on the walls, plus work on the lighting, I think lighting alone could do this scene a lot more justice. Maybe some foreground tree limbs for depth also.
01 January 2006, 11:00 PM
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