started this a while back, find sometime today to finally finish it.
hope you like it!!
update: put the latest version on
started this a while back, find sometime today to finally finish it.
hope you like it!!
update: put the latest version on
Hi ForgottenWorld
The shading and overall atmosphere is nice, but you should increase the intensity of the normal map, lighten the depth-of-field, decrease the brick-scale on the turrets slightly, add more grass blades, and shorten the blades of grass if you want the impression that the tower is very large and tall.
Right now the scale makes it look like a very detailed and expensive rook piece on a chess board (not that it’s a bad thing as the texturing, modeling, and materials are very good, but I don’t know whether or not that was what you were after.)
It’s a nice piece of work and some of the details are excellent. To my eye, some of the features seem a bit out of scale with the others. Either the entrance is tiny or the windows are huge, for instance.
The castle is nice. With some distant mountain would be nicer. Without any other objects around it’s impossible to feel the actual size of the castle.
Great work! Very nice atmosphere of the picture!
(I have to say I like the previous version more )
Disagreeing with sftd here, the sense of scale is much improved with the new version, now it really does look like a large structure.
The only thing left would be to put heavy subsurf on the mountains and use a displace modifier to give the feeling of size and rockiness.
I think the second one was fine, the third version seems to overshoot the dramatic lighting a bit (the background blown out in white and washout on the grass).
When dealing with dramatic lighting you should make sure that you have as little area washed out or blown out as you can, if you’re just tweaking the setup from existing lamps, it may help to use the compositor in those cases.
You may have heard the saying “if it ain’t broke, don’t fix it”, I myself have been worked on images where I end up seeing a regression in quality of lighting or other areas because of my want to ‘fix’ something that wasn’t broken, depending on the scene it can take me a while to get back to where I was and improving it from there.
Don’t take it harshly though, just be sure that when you have a good quality image already, you should use a bit of slow-going caution when trying to improve it, I say that from personal experience.
I see what you mean. Actually I was going for a painting-look before, but I completely fail, so i just play around with the node and then i just keep going on and on…
Impressive work. For a sense of scale I would add miscellaneous characters to the scene.
I see what you mean. Actually I was going for a painting-look before, but I completely fail, so i just play around with the node and then i just keep going on and on…
You might want to play with relief filters and textures to roughly simulate brush-strokes if you want to really establish the painted look, you might need a semi-complex node setup as Blender doesn’t have a native paint filter (as seen in some 2D paint programs). But as I said Blender does have an option in the filter node that when combined back into the compositing pipeline gives a relief look.
The second render is excellent. You might consider applying your painterly effect in post with a 2D images program (Photoshop, for certain, and GIMP may have the capability as well).
well, thanks for the advise, i turn down the light but I think the brown color tone seem better tho. As for the painting effect, I had try my best (is hard to do it with blender alone).
I like how the softer tone goes with the new brown color of the tower, good work, I personally would consider it pretty much complete as I can’t think of anything major to add or change
Nice, but I think the scale is a bit strange… the big arches look like the doors (right size) but those little windows in the towers suggest that the whole thing is bigger - the grass and the brick size throw it all off completely