View Full Version : Church, Graveyard.

08 August 2005, 08:24 PM
Hi Guys,

just wanted to divesify a little and try some environment modelling. Aiming for a graveyard scene in church grounds, just started texturing so C&C from those in the know are most welcome. Cheers.

08 August 2005, 01:39 AM
A little update:

suggestions anyone?

08 August 2005, 10:25 AM
i dont like the parapets, they look far too straight and sharp for the stones elswhere, i would suggest changing one or tother to keep consistent.

if you dont want to then get rid of straight line around parapets as tyhis really makes it stand out

08 August 2005, 10:29 AM
i dont like the parapets, they look far too straight and sharp for the stone texture elswhere, i would suggest changing one or tother to keep consistent. probably best bet would be to soften them with a few extra polys if you can spare them.

if you dont want to then get rid of straight line around parapets as tyhis really makes it stand out

08 August 2005, 06:44 PM
Oh the parapets started out as alphas, I was debating whether to actually build em or not. I've made some poly ones now. I'll post an update in a bit. Ta. :D

08 August 2005, 07:19 PM
whats a parapet?

08 August 2005, 09:41 PM
parapets... those sticky up thingys on the roof :)

I've changed em now anyway to solid polys, heres an update.

08 August 2005, 09:47 PM
I think it could be improved by doing a few minor tweaks:

-grass collor looks a little off. It feels to bright right now
-the shingles on that little add-on to the right looks a little large to me
-maybe a different brick or stone pattern around edges tol make it look more natural, help visually seperate the sides a little bit by breaking up the monotony of the stone pattern, and make the edges look not as sharp.

08 August 2005, 09:53 PM
Ah yes the grass, will definitely tone that down. Simple matter of scaling UVs for the shingles I'll see if I can add a bit more variation also. Cheers.:thumbsup:

08 August 2005, 10:50 PM
On the bottom part, there is a blurry section that is noticeable in the tiling.
(toward the bottom left of each ground window)

Try replacing that with a little crisper brick for the next update. Otherwise, the rest tile pretty good.

08 August 2005, 01:39 PM
The only thing that bothers me is the graves placed in a circle in a very small patch of dirt, raised even. Comparing proportions of the doors to estimate the length of a human body in this scene, the tombstones are so close to the roads, i picture bodies half buried under the street. I dont know, just something to think about. I would move the graves to look more logically placed.

08 August 2005, 01:42 PM
Oops, it double posted!

08 August 2005, 07:33 PM
The graves in a circle is something I picked up from some of the pics I saw when I was looking up some churches online, quite common place. Its not reall a road, more of a walkway/ drivethru. I've tweaked the bottom wall slightly and added a few moe detail to the wall too. C&C always welcome. Think I'll do the final renders tonight. :)

08 August 2005, 09:00 PM
Looking better and better! Keep going! Just needs more details and "dirt".


08 August 2005, 11:30 AM
Hey, not bad for a week's work. Love those gravestones! Could perhaps do with more tufts of grass dotted about and continue the wall/grass shadow (seen in the central wall) to the rest of the walls.

The columns on either side of the door don't appear to be lit correctly. Are use using raytracing and depth maps? If you are, stop! Use raytraced shadows and adjust the ray depth limit. You'll probably have to play with the settings is you're after soft shadows though.

08 August 2005, 03:19 PM
what is your current lighting setup / renderer?

08 August 2005, 10:16 PM
Cheers guys. I've put in some more tufts, and a bit more "dirt" on the walls, round the bottome of the other walls. I'm currently using a GI renderer in Maya (turtle) but I'm gonna set up a simple light system with the light coming from the front of the church to get some long shadows on the building and the grass. Updates soon. :)

08 August 2005, 02:41 AM
Here they are... done the lights. Bright morning sunlight from the left. Also included different POVs. :)

08 August 2005, 04:39 PM
Oh, that's loads better. Feels like an early autumn day with the new light setup. Love those shadows sweeping across the image :P

One minor thing is the squareness of the grass areas, but I could let it pass as well maintained ;)

08 August 2005, 06:31 PM
I like those renders. Nice warm feeling to them. Would make a cool FPS level.
But as someone pointed out it looks like cement everywhere insetad of stone/dirt. I think it should be more earth toned. After all that dirt on the walls needs to be coming from somewhere.

Small fixes at this point.

08 August 2005, 06:49 PM
Cheers guys

WHW : Thanks dude! Yeah I'll go for well maintained too!! :)

Neil: Strangely enough I was going to go for earthy to grass, more organic. Decided to go with the tarmac look after seeing lots of pictures seems to be a popular theme in English churches!

08 August 2005, 09:06 PM
Then i stand corrected :)

Boondock Saint
08 August 2005, 09:58 PM
would the front of a slate roof have a stone texture? (see cu shot of front entrance, top area with bluish tile)
is the pipe going to connect to a gutter of sorts or the wall?
the door texture on the smaller building looks a bit wonky like its tiled strange.

what kind of polybudget are you working with?

looking pretty sweet so far though. you're knocking projects out left and right. i really dig the overall mood/feel of the scene. clean, simple model as well. keep messing with it. =)

oh, i posted new shots of my colonial woman. feel free to rip her ( apart.

08 August 2005, 11:46 PM
Nice one, Neil, every little helps. :thumbsup:

Quite right Boondock the slate roof should have a slate front. I didnt extrude that bit out. Did mean to get back to it at some point. The idea of the pipes was to go into the building behind the parapets... in theory anyway :) The texture on the door is fine, its not tiled its one texture.

The whole scene is 1955 tris.
Won't be updating this now cos I've got something else on at the moment but I'll sort out that slate! Cheers. I'll have a look at your woman for you... Oo er.:D (

08 August 2005, 08:30 AM
well if you r going for that english churh type scene those edges between the path and grass need a once over with the trimmers, tut tut the vicar would be cross.

anyway looking alot better. just a couple of things,

still dont like those parapets. sorry, but i think they are slightly at odds with the stone texture, but they are looking better. just think they need to be rougher or softer, perhaps add some broken edges ( no need to add polys)

the tower looks a little bare. towers draw your eye and it would be nice to have a detail at top. perhaps some gargoyles(arrrgh modelling and polys) or a steeple(pointy thing) and/or a weather vane.

look forward to an update

08 August 2005, 10:18 AM
You dont like the parapets? Thats cool man its all subjective. I like em I think they do the job and fit in ok :) About the tower, well I suppose I could model some more details but like I said prior, got some new sh*t to do so won't be updating this. Thanks for the input though. :thumbsup:

08 August 2005, 07:11 PM
Well like you said everything is subjective and I like it i think its a very well done scene.i just have one question. What the hell is a parapet? just curious never heard of that before.

again great job


08 August 2005, 08:02 PM
Cheers man, I think I explained what a parapet was in one of the previous posts... not very well though :). You'll find pics of some HERE (

08 August 2005, 08:33 PM
Didn't have time to read the other posts, but I think the textures are nice, mainly the stone one. But why not replace the road by a dirt road instead of what looks like asphalt? It doesn't make sense to see that little grassy mound with tombs surrounded by an asphalt road. Also, the tombstones just don't fit there, you can't burry so many people so close to each other, in a place that shows no respect for them. They would most likely be in a backyard of the church or some such, not in a place that looks like the church's parking lot;) I think that is what must mainly be rethought, what kind of scene are you really trying to make, and does it make sense?

Keep it up!

EDIT: Ok, according to your pictures it seems there is such a place, but even that picture looks like a fake tourist attraction with stone slabs placed randomly here and there. Sometimes fiction seems more real than reality:)

08 August 2005, 08:46 PM
I dont know about respect and the like, what you have to remember is that the graves and church were modelled in an english style. The English tarmac EVERYTHING!! Anyway I've attached another pic of graves for you to peruse <yawn> Thanks for the compliments dude. :)

08 August 2005, 09:00 PM
That was fast. Already the next one :thumbsup:

For some reason I thought you have started extremly lowpoly for that big shapes.
Especially churches are killing you with details. The textures are nice but you spent spent some more time in the mesh.
Dont get me wrong. It's cool. But the first look and the pespective promises detailed modelling work.

details! :bounce:

08 August 2005, 10:21 PM
Yeah, it looks cool, but i think it would be good if you worked some more detail into the texture, and maby some more to the mesh.

08 August 2005, 10:38 PM
Ha ha I think thats the first time I've been told to use MORE polys on this forum :) I'm sure I could have added some more details here and there, however this was just a quick environment test nothing too complicated. I don't do a lot of these (actually none!!) so I wanted to what the results would be like if I tried it. Next one I do... I'll nudge you for pointers. Cheers. :D

08 August 2005, 11:20 PM
...however this was just a quick environment test nothing too complicated.

test passed

now go wild



08 August 2005, 09:15 PM
Next project is a character, I'll try and go wilder!! :thumbsup:

CGTalk Moderation
08 August 2005, 09:15 PM
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.