well just keeping myself busy, started this new piece, not a whole environment gonna keep it on one piece this time. I drew
this a few months ago. I lost the drawing. It will probably show up years from now and I'll be like huh so THERE it was. hehe. Anyway heres what i got I restarted it and redesigned quite a bit but the style is the same. I was originally planning on mixing it with metalic stuff but Ill see how i can incorporate it. might just not do that. first picture is a rough blockout and then sterte working by sections im around 3000 tris right now.
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Consider bulking up the lower bricks and supports to help carry the weight of the upper story. Your original concept has a good brick size for this.
Look forward to me bitching and moaning at you further to add tons of props and other adornments to reflect the culture and character of the environment. :P
Look forward to me bitching and moaning at you further to add tons of props and other adornments to reflect the culture and character of the environment. :P
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ok, lets get it started then cholden heres a quicker update, a little old. Ive done a bit more to it now. anyway here it is
Modeled out roof tiles. A simple wonky box with your same material could work. Model them slightly larger than they'd normally appear so they won't be too poly intensive. This isn't really out of the question because first gen ps2 games has villages with modeled in roof tiles.
Building out your transition to ground. Have it slope out gradually with small details such as rocks, building stone sticking out of the building, falling off pieces of the house (stone, wood, stucco, roof tiles, etc). As well as what comes up from the ground, such as dirt clods, mud trim around the house, and grass growing up around edges tall where peopled don't normally walk.
Cultural Aspects a.k.a. What do these people do? For example, are they hunters, do they have a farm do they live near a lake and fish? The means of how the residents make their daily life should be scattered all around the side of the house and in various places in the lawn.
Vegetation: grass, plant, etc add lots of it, because it brings a scene to life and can increase believability.
Anyway, keep it up, there's a ton of things you can add!
I'd recommend blending the path with the grass to make it seem more natural, make a transition texture or use a Mix map.
Stuff like flowers, plants and long grass especially round the base of the trees would make this look really natural and awesome.
Otherwise this is probably your best effort to date Yeluis. The cobbled together feel of the place really gives it character, and the coloring and lighting tones give an air of oppression, though not in a creepy way. It just feels like the people who live here have a hard life. It's really damn well done.
The one crit I have (and it's a really minor one) is that the path doesn't make much sense - it goes round the house yet doesn't go up to any doors, and then just tapers off to nothing at each end. A path like that is usually worn by the way people walk around the property, so really the path should be most obvious coming out of the doors, then leading off past the fence.
Like I say that's just a minor nitpick though, I really like this piece
Rendered
Baked
One question tho, as I am new to lighting, what type of light set up did you use to render it? I like the light selection you used, as it showed off your spec and normal very well
Ide love to see some of the texture flats as well if ya got the time.
Great work.