View Full Version : Enviro: Church + Hiring!

Mangled Poly
01 January 2007, 05:23 PM
This is a church environment that Artem Volchik (X-Convict) and I have been working on as a tech art demo for our in house engine at Terminal Reality. The total poly count is just under 200k polys. The goal was to take old gothic church architecture and to tie it into a real world environment based today. The images are unedited screen captures within the real-time game engine.

Terminal Reality, is also seeking talented artists all across the board. So if your looking for a job working on two very cool, very well funded next generation IPs, at an independent studio with tons of growth opportunities send your resume and samples to: and please put “Artist Applicant” in the subject line.

01 January 2007, 08:07 PM
A lot of things seem to be lacking the ability to cast shadows...Seems kind of strange, but overall looking pretty good. A little on the "jaggy" side. Low AA?


01 January 2007, 08:26 PM
It's very beautiful; I think you really nailed the combination of a church and more modern stuff. Like Flewda said, the lighting's kind of weird; you don't notice it at first, but the inconsistent shadows really throw you off because a lot of the other lighting (the stained glass windows, for example) is so dramatic. You also might want to add some chips/dents/scratches to the yellow lights; they look unnaturally clean and unblemished.

01 January 2007, 01:51 AM
WOW, guys i think this is a real work of art. very inspiring! there do seem to be some technical issues, but the concept is amazing. with some better anti aliasing and better shadow work it could be a really incredible piece. GREAT WORK!

01 January 2007, 08:26 AM
Looks great! besides the lighting mentioned...

One thing bothers me. And that is the textures Some textures have a very silent hillish grainy style while others are very saturated and jump out at you looking fake. Like the red banners for example and other stuff. Pretty much the issue is that the color harmony is really all over the place and does not make the whole seen look cohesive.

Lighting can help greatly and here is an example. I put a slight overlay of brownish color in photoshop and it already has more unity.

Edit: Here is a slightly bluish overlay.

Funny how such a small thing like that can unify a scene.

01 January 2007, 09:27 PM
looking very nice; I think shadows and maybe, bloom/ hdri or a DOF shader would make it look really nice. but that aside i cant think of anything to crit on. what would this engine be running on (if you can answer that :) ).

what are the specs of the model i.e. texture size x number of textures, lights, shaders etc?

ill be watching this thread

::edit:: the 2nd last render (brighter one), is my favourite, in my opinion it just brings the whole enviroment together and brings peice and warmth to the scene.

01 January 2007, 07:30 AM
Btw the above shots... Are not mine I just edited the color a bit to show how the scene changes. I do not want to get anyone confused please.

01 January 2007, 11:16 PM
sorry guys, was very late when i posted lol. but whatever very nice work, could just imagine this a one of those moments from mafia were your just like "wow", would be good for a mob style game...

hope you post some more screenshots posted

01 January 2007, 05:56 AM
Very nice looking indeed! I agree with the previous posts, especially with the need to unify the lighting and colour. Right now it is rather confusing. The almighty banner really sticks out too, way to bright and glowey. It's nice to see a mix of old and new objects though.

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01 January 2007, 05:56 AM
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