I did a small one shot scene of an entry to a courtyard a month or two ago, but decided I wanted to expand upon it. I put in a statue of a saint or goddess, and the little building is an apothecary and place to buy offerings. I've gotten to a point where I'm not sure where to go next. So, any crits or ideas that my fellow polycounters may have, would be much appreciated. Thanks!
Full bright screen caps from Max.
Wire, 18,900 tris all together.
Replies
(sorry if that sounded kinda harsh, posting really fast and don't have the time to rewrite.)
about lightning i will disagree as it is full bright.
[/ QUOTE ]
Good point, but some of the textures/pieces still seem inexplicably brighter or darker than the others.
U need to check it 'cos these scene doesn't seems to have such a huge numebr of tris. From here i see that the roof of house would have a lot less tris. Simple place shall be enough. The same about walls around the scene. Try to till textures not a mesh. And check the scale, looks a bit odd when u look at house and fountain.
Otherwise it starts looking really cool. Keep it up
Update::
This is a significant improvement already, though.
.proper grass texture
.better wall tileable
.futher geometry optimization
.lighting
As far as the size of the statue goes, I wanted it to be gianormous, larger than life, still...you think too big?
Thanks again for all of the prompt replys, Polycount rules, but we all already knew that, didn't we? Updates again this evening. Cheers.
Other comments about placement: I question who built the fountain, as its not placed directly between the walls. Asymmtery is fine, but its just weird in a ritualistic location like this. Also, come up with a rough outline of what the ruins looked like before they were ruined. Why did those corners fall out more? Maybe a few scattered very low walls blocking in the remainder of the ruin, and possibly junk up another wall. Remember, these stones are heavy, so they may fall, but even when they do, the rubble is going to stay there for quite a while.
I'd also think about the placement and angle of the shop. Play around with other placements, like move it to the left corner of the courtyard, and rotate it 40 degrees, with its door facing slightly towards the fountain. Whoever built it wouldn't want to be crowded against the fountain, and they'd likely want a view out of the shop at the statue etc. Just give it some "Front yard" area essentially. If this is for a game environment, it also crowds the points of interest for the players in the area. Instead, if you have a square like this, put something interesting in each corner, instead of all right in the middle. Give them a reason to explore, and not find just a blank wall when they do. Just relax the layout a bit ya know. Maybe put the tree in the corner where the wall is broken, as that corner would get the most light for the plants to grow in.
Also, I'd say scale the grass texture up more maybe, it still looks too large to fit in the scene once you get up close.
Just my thoughts, listen to all or none, I find I just have alot to say about it I suppose.
Killing off the grass around the base of the fountain where people are likely to have walked and near the walls around the building and under trees in areas where it won't have gotten sufficient sun would add a lot to the realism and would stop everything from looking like its just be pluked down on the landscape.
As GOober says, you'd do well to have a bit of masonry laying about. If not big piles then just a few siable chunks that were too heavy to carry away.
I like the little shrubs but you might want to cary the form a little bit. It looks a bit odd that all of them have the same arcing shape, nice as it is.
The new layout looks great, it really opens the space up. I think the placement of the house and the ruined wall on the left adds a lot of interest to the scene. The ruined wall also makes the space seem alot bigger now. I like the detail of the offerings around the statue.
I can't wait to see more.
Should have a new update in a bit, better grasses, new props added, etc.