Hello everyone, this is my first post on these forums and I wanted to share my latest piece with you guys and girls. I've always wanted to create a piece with a lot of foliage and light. I tested out a few ways of completing this piece and this is the outcome, hope you like it!
I used maya, zbrush, photoshop, shadermap pro, x-normal and marmoset engine, phew!
17196 tris
2048x2048 map for the Angel, the rest of the props are 1024x1024 or lower resolution.
Rag
available for work!
Replies
EDIT:
You need to host your pictures on photobucket or something like that and add them to your post with the img tags like this: [IMG][/img]your images' url here
http://2.bp.blogspot.com/_kOKexYbrAHo/SpaOS1eWjMI/AAAAAAAAAr8/WTLLWJO_gfc/s1600-h/ANGEL_G_RENDERS_MARMOSET_01.jpg
http://2.bp.blogspot.com/_kOKexYbrAHo/SpaORzOudbI/AAAAAAAAArs/G0iyWJIkDoA/s1600-h/ANGEL_G_RENDERS_MARMOSET_03.jpg
http://4.bp.blogspot.com/_kOKexYbrAHo/SpaORJ5LwGI/AAAAAAAAArc/CxeGxCisUG4/s1600-h/ANGEL_G_RENDERS_MARMOSET_05.jpg
http://2.bp.blogspot.com/_kOKexYbrAHo/Spa2MQrgmcI/AAAAAAAAAs8/k0FxY5KO7W4/s1600-h/ANGEL_G_RENDERS_WIRE.JPG
If you can spare some triangles you might want to make some of the grass with some intersecting "X" polygons, it would help give it a little more volume.
Some fake volumetric "god rays" might help sell this scene too. I don't know what engine you are using but here's a tutorial for UE3 to demonstrate what I'm talking about http://udn.epicgames.com/Three/VolumetricLightingGuide.html
If you could somehow get some cast shadows from the mushrooms, grass, and other objects onto the ground, it would help mate them with the ground a lot better.
Sorry I forgot to mention, Welcome to Polycount.
EDIT: Oh I just noticed you've used Marmoset, cool! I had been wondering what it would be like to get a whole environment in there.
1) scale of foliage texture is too different. On the top of the wall u have tiny leaves and the hanging iwy has huge leaves. Those 2 textures do not match. Scale shoul be less different.
2) Some of "palm grass" things are half way in the ground. Leaves which half stick out from the ground give to it unpolished look.
3)Stone stairs and stuff do not look stone. There is too much grainy noise and it is too brown.
Its a good start, but u need pay attention on keepeing your textels' size consistent
Also, the walkway to the garden seems awfully flat and the textures are stretched. Put some geo in there or some normal mappage.
It's a very good start though. Just need to pay more attention to the smaller details and your scene will come together very nicely.
P.S. Why not try a different lighting scheme, maybe a night color scheme with fireflies!