This scene was originally created to test game environment creation within Modo, which ended up doubling as a school assignment as well . All the base textures are square and tilable. Later on I decided to make the Temple look more overgrown and abandoned. The ivy was created with this ivy generator.
I went a bit crazy with the ivy, it would obviously never work as is in a game engine but I think it makes a pretty awesome scene. I'm probably going to play around with doing a moon lit shot later.
Looking nice, but one thing I'm noticing is that there's not enough grunge and wear and tear on the textures. It looks like all of the stonework and conrete was just freshly laid yet there's ivy everywhere and broken pillars.
The lighting is very simple / non existant. What I mean by that is you could do so much more with this scene with the right lighting.
For example, you could have god rays coming from side, through the pillars, and casting on the ground, it would make a great visual scene. Where the gap in the pillars are you could potentially see a sun blaring out to suggest where the rays are.
That being said I think It's a solid foundation, but much more work to be done.
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The textures have too much noise in them.
And how did only the center of that pillar break?
For example, you could have god rays coming from side, through the pillars, and casting on the ground, it would make a great visual scene. Where the gap in the pillars are you could potentially see a sun blaring out to suggest where the rays are.
That being said I think It's a solid foundation, but much more work to be done.