Odly enought the thumbnail of this pic looks better than the full size pic… =(
I also have some questions on how to properly make a window w/ a shine on it. mine always turn out looking like bricks.
Looks OK, but this is what I would change:
Shingle texture – it is way too large to fit the proportion of the house. Scale it down and tile it or get a new texture.
Windows – you can make them ‘shiny’ by adding a different material (with ray mirror enabled) to the windows only, or separate them from the house and then add a new material (simpler).
Grass-- You can make it smoother looking by playing with the strand settings (shading buttons, in LinksandPipeline panel)
Also, try adding bump maps on pretty much everything…
Not very relevant but i did some tests w/ terrain and will try to apply some of these principles to the texture on the ground in that ol lil house image.
Here is the result of my test:
W/O Nodes…
And yes i want to get into advanced terrain modelling.
I made this image by making many subdivisions on a 32x32 surface then adding a disp texture that would only elevate a part of the image.
I up the noise a bit until i got those mountains… then to get the ruggedness of the hills i add a disp texture of the SAME IMAGE.
Then I added a NOR of a randomly generated clouds effect w/ depth at max and some other stuffz i got a fairly satisfying result and if you were to try this DO NOT DO IT IN INTERNAL… YOUR results will be different… I did it in yafray for a more realistic result.
Here it is w/ a variation on the original composite node system… using a gaus (gaussian) blur to give it the “cinematic” effect.