This was initially just an architectural project to practise my architectural skills but turned into a whole enviroment. Since I have never done enviroments in this scale before I learned alot of new stuff finishing this project and alot of thanks to everyone who helped me in the wip forum.
Wow, good on you for finishing tef! The background looks much better now - i like how the lanscape in the valley pokes through the mist. Im just abit unsure about the lighting - the monks shouldnt be lit if there is light coming from behind.
CD: Don’t really know what u mean by suggested deapth. Can you explain it in another way?
bjzaba: No idea why the monks are lit up like that.Will check it out. My initial idea was to give them small lights for lightning up the road ahead. But it didn’t show very well from this distance…
Like the depth it appears to be based on the texture, like a bumpmap for instance, the moe you increase the nor value the greater the depth it seems to suggest. For large features you should either model it or do high quality displacement.
Here is an allmost black and white version (very de-saturated), personally I think it is a bit cheating because everything can look awesome in black n white.
10 is wide lens which would mean I get alot of perspective. This would also mean that it will look as if I am standing really close to the monestary. I don’t really know if that is the kind of effect I want though.
But yes, wide lenses usually gives the picture a more dramatic look to it.