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Stillness
Stillness
Comments: 10
Gueran

25.04.2024, 02:13



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Home Land Again
Home Land Again

            

Home Land Again
Description: I forgot to change the document size lol and I changed the Camera a little bit and Removed some ships well i hope this one is better than the previous one
Added by: archclan
Keywords: home, land, again, arch, clan
Date: 09.21.2008 20:24
Hits: 3676
Downloads: 0
Rating: 0.00 (0 Vote(s))
File size: 51.9 KB
Previous image: Fighter Craft
Next image: vulvan space



Author: Comment:
connorzelinsky
Member

Join Date: 03.30.2007
Comments: 394
-

I like it, much improved. It looks less cluttered. Cool city too. Did you make the ships or were they downloads?
09.22.2008 01:15 Offline connorzelinsky connorz16 at gmail.com
archclan
Member

Join Date: 08.01.2008
Comments: 242
`

Nope they are just download Im still practicing Modeling tho
09.22.2008 02:29 Offline archclan arch_devol at yahoo.com http://www.archclan.deviantart.com
rashadcarter1
Admin

Join Date: 06.04.2006
Comments: 2610
-

Looks great to me especially when compared to the previous. For me it is difficult to reconcile the vegetation with the ships, as scaling still seems slightly amiss. I do not think there is a solution, unless you were to create a field of rather small cacti. Seems to me that is what the scene "wants." The environmental yellow is very effective and as Connor notes, the ships are very well modeled.
09.22.2008 06:30 Offline rashadcarter1 rashadcarter1 at aol.com
Horo
Admin

Join Date: 05.26.2004
Comments: 4721
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Better this way, though you are not yet there. The cati have still a size issue. The shadow on front left suggests a gigantic plant. But then, if it such exists on this world ...
09.22.2008 07:07 Offline Horo h.-r.h.wernli at bluewin.ch https://www.horo.ch/
richter
Member

Join Date: 04.15.2004
Comments: 1092
-

The sky, sunlight color and the number of ships (this time), how high those are above ground - all of this creates a very good mood and a balanced composition. The drawbacks, some of them being mentioned above, you can work on and improve. I can suggest you a few things:

(1st) The scaling of the objects is crucial for the impression of the picture. Scaling includes not only the object-size but also the object-shadow which is described by its darkness intensity and its softness. Make a copy of one of the spaceships and place it right next to a cactus. Now adjust the scale of the cactus making it much smaller and delete the ship copy. Resize the rest of the cacti this way and you're done with obj-size. Shadows - either you used very weak shadow intensity in your scene or there is a solid value for ambient in the terrain materials; there's even a possibility that some obj-materials don't cast shadows. So make sure to check these things, turn Off ambient channel of the materials and bring up the shadow intensity to at least 75% in the sky lab. After that you will probably lose a lot of the "detail" on the terrains in the shaded areas, but this is the more suitable solution, and, I believe, the more convincing and realistic one. The cacti and the ruins won't appear to be floating anymore.

(2nd) Bump is essential, even at value 1, when shadows have to describe an object, very rare are cases when one chooses not to apply bump, the terrains here desperately need it, the shaded areas won't appear dark and flat (that is light angle dependent), they are probably to catch some rock detail because of the bump.

(3rd) Materials/Textures. I'm not sure if your did it on purpose, but the material/texture on the terrain seems way too blurred, which speaks of the mat's low resolution. When using materials always be sure to scale them up enough in the material Lab and check the various mapping modes (parametric, object Cubic, World.. etc.), otherwise the result won't "impress" anyone, even yourself. A very important thing if you're using textures, is to make sure that the texture image resolution (by X and Y in pixels) of a given large 3D object is at least as big as your final planned render resolution. In your case the img res is 810x607. That means if the terrain has a tex applied, it has to be at least 810x810 or bigger. This will ensure a fairly detailed final render concerning the texturing of every single obj, big enough to cover the whole render area. Remember that.

I hope the comment/suggestions don't seem too hard to follow, it is up to you to evolve the potential of this image!
09.27.2008 10:19 Offline richter richter at cold-may.com


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