Yay, looks nice, you better finish it or I'll give you lots of stupid stuff to do at work (uh, yeah, that's what will happen anyways probably...).
Good luck!
Yeah! I like the Tim Burton like style and the distorted stairs. Good luck to you. By the way, what are GoSsS and Bal talking about? Are you guys all working for the same company or what?
Hey, I'm liking where you're going with this thing. It has quite a Disney villain flavour to it.
I'd suggest removing the noise from the pipes. I think you'd be better of with a tarnished effect by painting darker patches into the specular and diffuse channels rather than uniform pitting across the entire model.
Update with a lighning test and a preview render. I guess i will use Mental Ray for the rendering as I will be short on time. The only problem is that i'm not really sure about the rendering limitation of it. :poly141:
Looking cool so far, nice twist on the theme! I've dabbled with mental ray and cant stop it destroying my normal maps, it just washes them out. Im doing the same concept as you over at GameArtisans, if you figure out the trick to rendering with mental ray and not washing out the normals plzzzzzz share!lol
Texturing and some test of ambiances from a different angle :
I still need to add some details x.X
To Zeus : What's your problem with the normal map? The only problem I've notice is that if my UV overflow on the UV grid, the mesh doesn't take the normal map (maybe there is a trick for that).
Super duper! Wow, it's going better and better. Will you put stained-glass on the windows? (May be with broken pieces?) What will you use on the outside of the church? I agree that the glowing eyes are cool. I just wonder if the colors should be a little more strong; I mean ctrl+U, especially for the orange lights. Could you make these lights a little more red please? I like red
The camera angle is cool too. If the landscapes you build at work are as good as this one, it must be a very cool game you work on. See you.
Update : addition of a chandeler and some small details. I still need to work on the lightning and glow wich is too much bright at the moment and add some more props.
looking great, soz ive been away a while so didnt notice that you had asked about my mental ray problem. I think you need some more ambient in there so we can see the organs etc but its looking very atmospheric. I find mental ray creates much softer renders but i realised that i was losing my normal maps because i was using one of the daylight systems that just doesn't like it.
I've spend some time checking my images on different screens which should be calibrated, to setup my lighting, then I've relight a bit as some people was complaining about the darkness (are we on the bad side or...? u.u;;; ) of my pictures.
This was a fun, learning experience and now i can get back some sleep and so *\O.o/*
Very cool work!
Second screen is very interesting with these little candles in foreground (in fact lighting is really cool for that part, yellowish wasn't a really cool idea (shame on me )).
Don't show it to "coffee man" 'cause you'll have to redo ALL your work
Turned out great, careful though, the beauty shots should be submitted on 2 different images I think.
Show off your concept sheet now, you know the one with all the stick figures... ;D
PS - I think you should move the angle of the camera by 1 degree in the first shot, and re-render, but that's just me... =D
Replies
Good luck!
I still have a lot of material test to do >.<
I'd suggest removing the noise from the pipes. I think you'd be better of with a tarnished effect by painting darker patches into the specular and diffuse channels rather than uniform pitting across the entire model.
... and an evil gargoyle...coat! >.>;
Great lightning but you have to put some lightning sources in the church (brasero, candles etc).
Take a look at diablo III and look how they light their environments with some props.
What are you doing for lighting at the moment?
I still need to add some details x.X
To Zeus : What's your problem with the normal map? The only problem I've notice is that if my UV overflow on the UV grid, the mesh doesn't take the normal map (maybe there is a trick for that).
The camera angle is cool too. If the landscapes you build at work are as good as this one, it must be a very cool game you work on. See you.
Looking forward for more updates
Cheers!
I'm trying to setup the light to have a nice dark/bright ambiance wich is not easy as I never saw the same result on all the screen I have work on >.>
I'm almost done, I just need to fix some textures and change some stuff i don't really like.
Keep it up
I've spend some time checking my images on different screens which should be calibrated, to setup my lighting, then I've relight a bit as some people was complaining about the darkness (are we on the bad side or...? u.u;;; ) of my pictures.
This was a fun, learning experience and now i can get back some sleep and so *\O.o/*
Second screen is very interesting with these little candles in foreground (in fact lighting is really cool for that part, yellowish wasn't a really cool idea (shame on me )).
Don't show it to "coffee man" 'cause you'll have to redo ALL your work
Turned out great, careful though, the beauty shots should be submitted on 2 different images I think.
Show off your concept sheet now, you know the one with all the stick figures... ;D
PS - I think you should move the angle of the camera by 1 degree in the first shot, and re-render, but that's just me... =D