size=1 Weekly Update, Week 26[/size]
Sorry for my rather late reply, I was occupied with some other things the past couple of days.
@Kriket_Guy: First of all, you did a great job on those buildings and textures! I’ve received your email containing the models. I haven’t had time to look at it yet though.
A comment that I do have on your section is that it somehow looks a bit ‘western’ to me, especially the render with the building with the ‘veranda’. Perhaps the yellowish and rather sandy look add to this feeling, but I’d consider leaving the veranda out.
I’m really looking forward to see more of your input on this project in the future when you’ve got more time. Perhaps it’d be a good idea if you would work on the textures together with the other texture guys? Or perhaps you could work on making some foliage and tree ‘props’, looking at how great it looked on your WIPs.
[color=DarkOrange]@thelotrfreak1: The ‘team forum’ we’re talking about is a small forum for team members only where we discuss some things about the project. This is just to avoid unnecessary clutter in this thread.
@sadroneru: Thanks for your input. I agree that dark rooftiles (slate?) would be very nice. It’d give some nice contrast to the white buildings.
@space-sprayer: Thanks! The textures are a combination of photographs and a lot of post-processing. One or more photos are used as a starting point, and then get modified to get the wanted texture (e.g. colour correction, painting in dirt, making it tileable, etc)
[color=DarkOrange]@Bot13: Thanks for your offer to help. Have you got a portfolio online somewhere?
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About texture and lighting colour:
The colour tests that Kriket-Guy did are really useful, thanks for those. I think that it’s obvious that we should go for either the top-right or the bottom-right one. I would personally tend towards the bottom one.
The ones on the left are either too yellowish or too greenish. The whitest one (bottom-right) comes closest to the idea of a white city, without making it look unrealistic.
We should take care that it doesn’t become too grey and monochrome. Adding contrast by placing trees and plants and using dark-tiled roofs would help there I think.
I like the sort of painted feel of your (K-G) textures by the way. Perhaps we could try something in this style. I’d like to hear your opinions about this.
[color=DarkOrange]About texture resolution:
[color=#fffffe]I agree with Ysaneya and softdistortion, we should use high resolution textures. This would indeed fit the goal of the project and it’s models. If necessary, we can always scale them down later.
I must admit that when it comes to building models I have made mistakes as a project lead and modeler. There are quite a lot of buildings that have way too many polygons that are wasteful (not adding any significant detail). This will have to be corrected. However, we can still keep the aim at creating high detail (and thus high-poly) buildings. These only deserve high resolution textures in my opinion. For as far as the hardware allows it of course.
About the new website:
A couple of days ago Emiel and I decided that continuing the plans for the new website was not really getting anywhere. We have both had too little time to be able to develop anything. And looking at the future, it’s unlikely that there will be enough time to do much. This is sad, because we were very enthusiastic and full of ideas. But the reality is that it’s just not feasible.
Therefor, we have decided to cancel the whole thing. I will now have to come up with an alternative. as the current website is really outdated. I’m thinking of something along the lines of wordpress with a couple of custom features and a custom template.
More details later; ideas are welcome.
Updates on work assignments:
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[ul]
[li]Mehmet (Aranel) is working on concepts to improve the Great Hall and Tower of Ecthellion area. We’re going to move away from the looks in the movie a bit here, as we think it can be done better.[/li][li]Pawel is going to work on some concepts for the areas 2-rf and 3-lf to provide modelers of these sections with a solid base to work from.[/li][li]We’ve unfortunately had some problems with getting 3dEffects started. Importing the buildings and wall models into the program he uses (anim8or) was not working. He would be working on the 3-lf section, but it’s a bit unsure if that’s going to continue or not.[/li][li]MarlonJohn is working on the 2-rf section.[/li][/ul][color=DarkOrange][/color]