Despite the fact that they no longer plan to take environment art interns, I plan to finish this. I actually had the house done before they ever took it off their site, but I was working on a surround environment to make mine stand out from the crowd. It sucks because I thought I really had a chance this time. It would be nice to finally get out of this place and start my career.
I'm working on the surrounding environment still. I want to do a small street scene from Divinity's Reach and I still plan to hold myself to the previous November 14th deadline. Now that I have the main textures done, I can produce one building per day (plus 1 to 2 days for unique parts), so I think I can still do it.
Let me know what you think of the house and I will post what I have of the street sometime in the next few days. Also, this is not the final lighting I plan to use for the scene and it is using only preview quality lighting right now. Thanks.
This is a texture I created for a tavern in the street environment.
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I still have work to do on the terrain and I need to make a background for the other side of the house rather than a flat plane. I am also working on a few props to give it a more lived-in feeling. Here are a few things I'm planning to add over the next day or two.
-clothes line
-well
-flour sacks
-tree stump with axe
-pile of firewood
-flowers
-grass
-wood fence
-possibly a small garden
If anyone has any ideas to improve this, I would love to hear them. Thanks
There is something wrong with the door area, almost as if there is too high of ambient occlusion and none on the actual door. Because the door is the centerpiece, I would add some lights around it to give a warm look. Keep playing with the lighting though.