Well, first post here... so hallo everyone
Inspired by Assassin`s Creed, here's a little scene made in 3ds max with different light settings. It's about 80.000 tris, average texture resolution for the objects is 512x512, for the buildings 1024x1024. Texture ressources are mostly from cgtextures.com, a few from google. I'll call that piece done for now, but is there anything you would have made different/better?
This is looking pretty cool! You probably could have gotten away with less sides on those palm trees.The ivy looks like it could be condensed into fewer sheets to save some tris while still looking good. Only nitpicks really. Nice work!
nice execution, however i think the composition could use some work. Im missing a focus point, right now my eyes kinda wander all over the scene with nothign that really catches my attention!
I kinda agree with motives, in that it's missing a focal point, or "set piece" to really catch your eye. Most of it seems like background, there's no real foreground interest.
Excellent job. Its well presented and I love how you efficiently used polygons to create this, especially the use of alpha channels as they aren't noticeable in the renderings you have shown. How did you go about rendering and lighting your scene?
@Target_Renegade: Lighting setup is just an ambientlight, a sunlight and some omni lights. Values for them vary for each different screen. It's rendered in the default 3ds max scanline renderer with a little bloom effect to give it a more game-like feeling. @erik!: Agreed, I think I've copy and pasted to many ivy planes at some point. @Tumerboy: Well, thanks @SHEPEIRO: Here's an overview shot of the whole scene http://www.bja-design.de/different/overview_wire_polycount.jpg
As you can see, there isn't much room for different camera angles @motives: The big round building with the cross was supposed to be the eye-catching element in this scene. Guess I've moved it too much into the background. @MoP: Thanks, and yeah as I said before. @katzeimsack: The wireframe should have the same camere perspective and layout. Strange but thanks for pointing out, guess it's not a big deal though. @SinisterUrge: As already mentioned, rendering settings are just the default renderer in Max with some blooming.
I really like the darkest render, it reminds me of kingdom of heaven, but in a good way, haha No, but seriously, it looks really really good. Very low on the polygon counts aswell
Replies
does it hold up in other views? would like to see more
I kinda agree with motives, in that it's missing a focal point, or "set piece" to really catch your eye. Most of it seems like background, there's no real foreground interest.
@erik!: Agreed, I think I've copy and pasted to many ivy planes at some point.
@Tumerboy: Well, thanks
@SHEPEIRO: Here's an overview shot of the whole scene http://www.bja-design.de/different/overview_wire_polycount.jpg
As you can see, there isn't much room for different camera angles
@motives: The big round building with the cross was supposed to be the eye-catching element in this scene. Guess I've moved it too much into the background.
@MoP: Thanks, and yeah as I said before.
@katzeimsack: The wireframe should have the same camere perspective and layout. Strange but thanks for pointing out, guess it's not a big deal though.
@SinisterUrge: As already mentioned, rendering settings are just the default renderer in Max with some blooming.
Thanks for feedback everyone
*saves to inspirational folder*