I just started this like 30 minutes ago, and i was wondering if my water looked realistic enough and it my columns were modelled right.
That object in the first picture is the constraint i am using for the camera.
I plan to add some kind of stair way leading up to the temple, a greek style roof, and maybe and atlantean god in the back of the temple with some artifacts on the sides of the temple.
Hey, looks pretty good. Well some more underwater type stuff would help: a bit of volumetric light, use mist to simulate not being able to see very far under water, have bits of detritus floating in the water, have a caustic pattern on the ocean floor if your ruin is near the surface.
What can I say, I don’t see any water, just a blue background. The broken column is too cleanly cut, there should be bits and pieces laying around. And you’re not going to leave the top part floating like that right? Once you decide what camera angle to use you might want to space the columns futher apart so you can see between them. Add a nice sandy seafloor and just try to get everything to look old and dirty. The whole structure could be sunken into the sand a bit and leaning to one side. Keep it up, once this is all textured and lit correctly it’s going to look nice.
Ok ive done the roof spaced the columns made the actual base longer and wider and Ive even added some volumetric lighting thx to the help of block01cube (he gave me the info on how to do it).
well heres the new pic:
I still have to do the god’s throne and the god itself (still conteplating on doing him or not), the ocean floor, some artifacts and texturing, so im a ways away from completion.
Thank you block01cube. Heres my newest picture. not much but i did it in a few minutes.
I added the Throne and ive also added some type of symbol up at inside the indention in the roof. It my version of this atlantean god’s symbol. its some kinda crescent and the tridant.
Good work. I think there are enough helpful comments about the water/volumetric effect for you to play with. In addition (in case you don’t already know of it) this should be very helpful: http://www.enricovalenza.com/makebongoenv.html
I do think the base and stairs would look much better with some beveled edges.
So far it’s very good, continue right there. One thing I can point, even if it’s because you didn’t started to seriousely work on it is the environement light. I mean you’r underwather, so you need to feel like underwather. In this , pp at Pixar already did some research and gave us the realy good finding nemo, So what we need to remenber from this movie is:
-halo following caustic(easily faked in blender.)
-Caustic projected from the srface (usualy a sport with some texture. very easy with soft vorony texture, and maybe cloud to give the light power variation.
-in a tree point light context. you got 2 blue lamp and one white spot.
-Floating particle in from of the camera…
Ok i farked up and forgot to save so all the rocks and the giant goblet in the middle of the room will have to re-done. this kinda sucks. Ive also noticed my spot light rings are visible so i will make them bigger.
Ok i re did everything I lost and while working on the lighting i accidently deleted a light and forgot about so when i rendered it i came up with this
I think i like it better but if you dont think so pls tell me
Just take a look then, this is a underwater test i did to find good looking environement. So far i’m not pleased with the particle but it’s ok. The blend
take a close look to the way i’m doing ray of light. also the way i project caustic on the ground.