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#1 (permalink) |
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New Member
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My Future House
THis is a house im planning on building in the near future. Im a newb, but I think i did pretty well on this. I welcome all critisism both good and bad.
Regular day ![]() Fall Sunset ![]() Winter Night ![]() NOTE: Yes I know there is snow in all the pics... I like snow... |
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#3 (permalink) |
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New Member
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Ernesto, it's a good first attempt but there's heaps of room for improvement so keep at it.
Something simple that would make a huge difference is the camera. It looks like you're using an orthographic camera and you should definately change it to a perspective camera, or if you're already using a perspective camera, decrease the focal length to at least 50mm or if you're going to keep a wide shot of the house, you could go down to like 21mm and get a really sharp perspective. |
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| The Following User Says Thank You to Coldfire For This Useful Post: |
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#4 (permalink) | ||
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New Member
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Quote:
Quote:
... Ill be sure to use the persepective view next time, Ill fix it up a bit and post updates.Anyone else have any critisism? |
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#5 (permalink) |
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Freelancer
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Well now, I don't mean to offend you in any way.. so don't take this in a bad way, I'm only trying to help you out here
![]() The thing is, this doesn't quite seem to qualify as game-art for me at the moment. And I think that before you start modeling enviorments and stuff like that, you should proboly start learning about unwrapping and texturing etc. Unless you approach it in the right way, you won't really be learning much. So, if you're completely new, then getting familiar with your application is indeed quite important. But to be able to produce game-art will require certain steps. I'm assuming you're using 3ds max, judging by the foilage you got in that scene, so here's a few tutorials about things you should know if game-art is what you're after ![]() Unwrapping: Game Artist - 3ds Max Unwrapping Techniques Normal Mapping: Game Artist - Introduction to Normal Mapping And in case you don't know what the unwrap is for or how to actually texture a model, I'm afraid I can't really help out. Though I'm sure someone here would be able to point you in the right direction, or searching on google might find you the answers you need ![]() Remember though, don't give up cause it's hard in the beginning... When I first got here I had no idea of how to unwrap or texture either, and joined a lowpoly competition without knowing how to aswell. I thought my 8 million polygon model looked bad just because the real game-artist had better computers and could model stuff with higher counts, and got terribly confused when the triangle limit was at 256 triangles or something like that But I learned the basics pretty fast ![]() Hope this helps you out, Cheers mate ![]()
__________________
- Temp Portfolio | Sketchbook Thread | Spec/Normals Tutorial | Metal Base Tutorial - Supporter of good crits Last edited by Tiros; 08-03-2008 at 04:07 PM. |
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#7 (permalink) | |
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New Member
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Quote:
. Ill take a look at tutorials, I KNow hoe to materialize and unwrap materials, I jusr dont see why it did show up on the house...Thanks. Hope to start construction really soon. |
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#9 (permalink) |
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New Member
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I wanted to have a 3D look at the plans they gave me. I also want to add on to those plans and see if itll look good or not.
Ive got the shadows done, and Ive switched it over to a perspective view. You were right Coldfire, it reallt made a differance. All I need to be able to do, is make the grass look more grass like, and the walls to show their texture. Also, the water in the pool need to show up too. I new to rendering as well... Actually, this is the first time actually rendered through 3DS MAX so im still getting a hang of the settings. |
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#10 (permalink) |
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Freelancer
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Well, if you want the grass to look more like grass, you could always put a tilable grass material on it, or use the "Hair & Fur" modifier to create volumetric grass... though.. that'll take you a hell of a time rendering out if you want it to cover the whole grass field
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- Temp Portfolio | Sketchbook Thread | Spec/Normals Tutorial | Metal Base Tutorial - Supporter of good crits |
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