Wow that was great! I didn't quite like you last set but this set is fantastic! Shame you couldn't use these for the competition. I really like the thiness of the concrete walls and louvres. The building sit on the ground very gently and with finess from a distance. Hard to achieve with concrete buildings. I love it.
Its a pity you didn't correct the verticals like pmiller suggested.. it makes it look as though the building is falling backwards.. If you look at any architectural visualisation done by big names this will always be corrected
In general though, great stuff.. prefer the second one over the first as that reflection is really distracting.
thanks for the encouragement all, i just added layers to Kaon (i put the arena crowd and the energon shipment on seperate layers that only show up in their scenes) hopefully this will make for a smoother viewing experience. Enjoy.
hi Coen,
Thanxs for the feedback. But I didn't add noise filter. pic is straight out of Kerky. It's so noise because it only has 17 passes. I can try to fix it in Photoshop or Picasa.
@pbacot said:
I'd say the amount of detail is already more than enough and small discrepancies would be unnoticed unless you were doing a shot from the POV of someone actually standing on the roof. But I suppose an OCD tendency is what drives this sort of craftsmanship.
This stuff is incredible. Like rocket science to a newb like me.
Do you have to just guess what sort of shape the 2d image will make, rendering it over and over until you get what you want? How do you also add color and texture or is it all in the map?
Mate you are probably right about the OCD!!!
It isn't the case of too much trial and error, although the capping was certainly a lot of that! For the second test the map took about 20minutes to hand craft. As what I wanted to achieve understood.
It is just the case that if you have a displacement map grading from 0 (full black) to 255 (full white) and set the displacement to 10cm (the white) you can actually make the height of any point relative as a percentage of the height = the percentage of the grey! Meaning in that case an area with a height of 5cm would be painted 127.5.
In the second test for example to gain the tile proflie I start in PS with three squares and using the gradient fill grey the first 50% to 100% top to bottom then the third square 0% to 50% top to bottom and the centre square diagonally from 0% to 100%. then just merge these and transform width to be half the ridge and half the valley of the profile, copy and flip to few times to fill the tile. Merge these and you have one tile then just copy to fill the map! Done!
The greyscale displacement map pushes the surface up and down the a colour map is used which drapes the tile colour onto this surface, I use the same map in that case as the bump map to add some fine texture to the tile finish!
It looks like something someone would actually make. Obviously some knowledge of the real world , how materials work, helps out. I think more of that light from the right, shining a little into the shelf would make it even sadder.
Thanks for comment, guys!
@ steelers- in deed, the floor it's very good, and I used a 'normal' map for bump. I was surprised to see how nice result I get with that.
@ Daniel- very good eyes! I have to scale the stools, my mistake! Thanks for the observation!
@ Jakob- sometimes yes, you are right! Thanks for comment!
Hi FoXar,
Nice models to start with. and of course, welcome to SCF!
As for they bearing an value for users, I'd say definitely. While there are very good models in the WH as well, they are sometimes hard to find so somebody with a lack of time would probably be interested in such a collection.
And hey, if ou have only 100 subscriptions altogether, that's alread $ 5,000 and you haven't worked in vain!
@unknownuser said:
Looks great. Looks like a cookie jar but for dog treats. Can you lift off it's head and fill it with milk bone dog treats?
That's funny....yet cruel all at the same time. That would be like putting snacks for my kids into a headless human jar...