Hey, thanks guys! this is the kind of fuel that motivates me to finish that!
Some time since last update, sorry for that, but i really wanted to come back here with something to show, so here we are:
First of all, i’ve finally find some valuable references!
after turn google upside down, sometimes find the right term for the search engine can be a little tricky
Anyway, look at that:

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:o
After finding that images, i began to feel confident about doing that, since we need at least a minimum of believability, right? 
For now my main concern its about time, i’m kinda making the rough heavy essential stuff first, and if i have sufficient time, then i’ll start to do all the fancy neoclassic stone carving and nerdy detail stuff
Since last update i’ve started to scatter all the assets towards the scene, as everything is instanced, theres around 1.6 million polygons with a memory usage under 500mb 
Because of that, i could even gave the luxury of using huge HDR in EXR format for background, just for fun 
My only concern is about the terrain, i don’t know yet what i’m gonna do or how, but if i’ll rely on displacement maps, things gonna raise hell 
Alright alright, lets go to the images:
First a Ambient Occlusion render to better see the model:

A Bonus mist pass:

Now, the real thing:


(ignore background, pls)
I really don’t know what path to choose regarding lighting, as a reminder i need to code a random render selector python script, i would be rich selling that, no doubt

(??)
My goal is to start terrain work (and hopefully finish) until the end of this week, and spend the spare days detailing it/compositing (for this i need to choose one style to follow first :G)
See you in a bit, Cheers!






























