Quakis Posted March 6, 2009 Report Posted March 6, 2009 the tonemap entity. I forget it's exact name. Env_tonemap, info_tonemap something like that. Thanks. Quote
dux Posted March 6, 2009 Report Posted March 6, 2009 If you didn't know already, you can add in custom values in the input tab to alter the glare and bloom of the hdr. Quote
AlexM Posted March 7, 2009 Report Posted March 7, 2009 maybe another day before I can get started on texturing btw: targets were: 100k polys 256-384mb texture mem usage So far it's 27k polys and no textures. Quote
Jetsetlemming Posted March 7, 2009 Report Posted March 7, 2009 That looks really good- and oddly realistic without the textures. Reminds me of the beach. Really good lighting, I think. Quote
borgking Posted March 7, 2009 Report Posted March 7, 2009 that looks really great! Awesome work Oh, in the first picture the left house flyes^^ Quote
KoKo5oVaR Posted March 7, 2009 Report Posted March 7, 2009 It's really nice spicy tanuki but i think your modelisation looks way too much regular, especially on the vertical axis; try breaking a bit the straight lines of the walls. Even really subtly, it will be visually much more interesting and realistic i think Quote
AlexM Posted March 7, 2009 Report Posted March 7, 2009 that looks really great! Awesome work Oh, in the first picture the left house flyes^^ heheh thanks for pointing that out It's really nice spicy tanuki but i think your modelisation looks way too much regular, especially on the vertical axis; try breaking a bit the straight lines of the walls. Even really subtly, it will be visually much more interesting and realistic i think So to clarify you mean like if I had a straight pole or beam I should add an edge and slightly move it so it doesnt look to flat/perfect? Thanks for the advice. I noticed you're from France, I used to speak french fluently, but I haven't practiced in a while Quote
KoKo5oVaR Posted March 7, 2009 Report Posted March 7, 2009 Yeah that could be a solution, i made a quick edit to explain you my point : For almost the entire environment you have only one vanishing point, everything looks soo aligned and regular. If you want to break those lines, you could do like the building in the background : try to make elements facing a different direction. Try to also make the vertical lines not going on the same vanishing point either, cut the faces with an edge, or make them look in another direction. I know this is a street , everything is aligned and all. But it looks like your regular old chinatown, so try to make it old and with more life (more organic) ! This is little details like this that will make your environment stand out from regular 3D works (even if it looks great) Quote
AlexM Posted March 7, 2009 Report Posted March 7, 2009 wow thanks very much for taking the time to make those edits and explanations I definitely see what you mean now. I'll definitely try to break so it's not too aligned. I've honestly never done design considerations like that before so I may fail at first. I'll do my best to break up the alignment and make it look more natural. I also probably made the street too straight, in real life it's on a curve. Here's a photo from the area I'm using as inspiration. I can't wait to do the sun-blocking paper, I'm hoping I can maybe get the translucency look and feel using an SSS shader. http://mahwebspace.levelism.com/miyashima/ref.jpg Quote
KoKo5oVaR Posted March 7, 2009 Report Posted March 7, 2009 Yeah the sun blocking paper is indeed a very interesting element! I've made another edit to try to point out the interesting elements that could help you breaking those straight lines ! Those flag thing on the side of the street could be really useful, notice also how the snack distributor isn't aligned with the street, it's really subtle but it makes all the difference, try to make little details like this Reorganizing the street in a curve will help a lot too, if it's not too much work. Quote
AlexM Posted March 7, 2009 Report Posted March 7, 2009 I just did a slight curve and it looked much more appealing right away. I'm not that good at describing things but I would say the scene felt like it had more character than before. I dont want to image flood so I'll finish up the modeling before putting up anymore shots. Thanks for doing the edits on the reference too! This helps me very much Quote
Campaignjunkie Posted March 8, 2009 Report Posted March 8, 2009 Much Madness is divinest Sense -- To a discerning Eye -- Much Sense -- the starkest Madness -- 'Tis the Majority In this, as All, prevail -- Assent -- and you are sane -- Demur -- you're straightway dangerous -- And handled with a Chain -- Going for kind of a "dirty untextured" look with emphasis on shapes and silhouettes. I had to throw some specular on the walls to make the material read as metal... I hope it's interesting enough visually. I'm trying to stay away from traditional realism with my work now because (a) I can't compete with titans like warby / hessi / other people who make my e-penis even smaller, and (b) it's less work for me and I can claim laziness as style. (Also, I'm not using any contrasting yellow / orange on purpose.) Quote
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.