The point where the bridge meets the land seems odd, as if the bridge was hovering above the grass. And the shadows, particularly the one from the bridge seem way too long for the time of day portrayed, shorten them up a bit.
Other then those to things, it looks great, but there’s plenty of room for improvement.
Quite pleasing to look at overall. Your choice of colours/material are quite good and the layout does justice. Kind of reminds of those ancient Brittains in their huts that some guy on BBC’s “Meet the ancestors” used to do. As was mentioned earlier - plenty to do, but what you real want to do is show us what’s in your imagination, as best as you can. Don’t fret on this, do the best and above all enjoy.
I love it real cartoonish if thats what your going for, for the sky, i would reccomend taking a real sky photo into a photoshop and make it more cartoonish so it matches the rest.
Although I’m new to texturing. I really like it! The water and bridge to me look really nice together, although the bridge looks really new but maybe the inhabitants just built it yesterday. I saw one of your other posts a while ago that had the bridge up close and thought the wood grain was choice. I think this would be cool in a game.
bsmith1310: Thanks. I’ve been messing about with particles and come across a major barrier. Blender only seems to allow 100,000 particles in a particle system, which leaves the individual particles too far apart. Any suggestions on how to get past this?
The Bukwus: I see what you mean. It’s probably just something to do with my lighting. I’ll try and fix that. How would I actually shorten the shadows though?
kbot: Thanks, there’s a lot I want to do with this, so keep watching
Brados33: Good idea, I’ll give it a try now.
Callisto: Thanks, I’m intending this to be used in a short animation for a game opening (although I highly doubt a game will ever materialise)
With the particle system have you tried using the children function? if you make the emitter a hair type it is only necessary to have say 10,000 original particles or less as you can assign any number of children per original particle, i ran into the same problem a while ago. this also frees up some processing speed on my computer as long as i dont have too many children.
Like 2Way said, children are probably what you need. Otherwise, if it would let you, maybe you can duplicate the emitter mesh for another 100,000 particles… don’t know if that’s possible though.
You can shorten your shadows by moving the light source higher so the light strikes objects at a greater angle. However, I don’t know (but I doubt it) if that might have any major effects on the rest of the scene.
And as others have said, great work so far!