So after finishing my abandoned castle environment, I'm back at it again!
This time, based off the amazing concept art by John Wallin Liberto.
Started this about 2 days ago. Most of the stuff on the temple itself is the low-poly with normals baked. The only part that I still need to work on (for the temple) is the central arch section, and the upper dome.
This environment won't be going in a game engine for the moment. It will be for an offline renderer (for now... I'm pretty convinced that I'll get this into UDK sometime
)
So here is what I have done so far!
(Also, please ignore the piss-poor lighting I have going on here, I just popped on a skylight with the default scanline renderer.)
Yeah I know, I have super pro paintover skills. Admit it.
All criticism is appreciated!
Replies
what i really like about the concept is that the gryphon's wings sorta hold up the rim. maybe move them back a little?
since you haven't tackled the dome or inner arches yet i won't comment on those a lot, but the proportions between dome and rest in your version make the whole thing feel a lot bigger and less balanced.
looking forward to updates on this.
Top dome is missing a level below the cap that's visible from the concept.
The first level ceiling/pillars are too high/tall
Birds are too small wings are the wrong shape
Pillar capital is different shape
Pillar segments are smaller than concept
wall in the background is thicker
V shape pattern below the bird should be more flush to the surface
As for the pillar segments, it is pretty hard to know exactly how many are in the concept, since none of them are super clear. Every pillar has a different number of segments, and some dont have any at all.
I'm still working out some of the kinks, but I'll get there eventually. Thank you both very much for your input!
Looking forward to see how this turns out.
Just need to finish a few things before posting an update.
Note: textures are very, very WIP right now. Just getting a basic sense of the color palette. I'm thinking of putting those relief patters on the arches in gold, rather than the plain stone in the concept. We'll see how it turns out.
SimonT: I'll do my best to get it nearly identical to the one in the concept, if not better
Haiddasalami: Yeah I am working day and night non-stop, this is for my school portfolio and I have until the end of the month to finish everything.
It'll all pay of in the end
By prophecies at 2010-08-08
this, if you could model that by yourself trees should be a cakewalk for you.
The lighting obviously looks much better than before too, what lighting are you using now?
I was looking through some old pictures and realized how different photography was back in the 70s.
Edit: Rumblesushi, you posted while I was typing this. Thanks! I'll make some cherry trees once I get this into UDK. Right now I'm just using mental ray's daylight system, with an AO pass composited over it.
if you have the time i'd consider re-doing them and maybe even spreading a few grass thingies sprouting in between them on planes since that's the part that breaks the look of it the most for me.
just looks very obvious like fake cg with bad bevels.
@Warby: Thanks!
http://forums.cgsociety.org/showthread.php?t=259096
Mypeople: the trees were made with Vue. Due to lack of time. But, once I bring this environment into UDK, I'll remake the trees for sure.
Pangarang: Thanks! As for the lighting, I've tweaked my settings a little bit and the inside will be a bit clearer. I'll post up the final results once I finish my render settings.
Apart from this good work.
I agree with acapulco, reducing the red tint might help bring the contrasting colors back to the textures. just a thought.
good stuff!
As for the reddish tint, I'm going for a more 70's style photo look, sort of like this:
http://www.fairviewkenya.com/wp-content/uploads/1973/09/1970s-post-card.jpg
Without it, I found it too ordinary, too plain and... well, too real-life ish. Needed a little bit of punch. I'll look into toning it down just a little bit though.
I have to say that I love this project, 50% cause I love the concept artist and his work and I always like to see people work with them.
I wouldn't say blurring is necessary. Although some cameras do have more graininess than others!