WIP: European Back Alley
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yes but in the olden days they build them properly or they didnt stand up at all! and i think your would have collapsed a long time ago...
but hey, thats what artistic license is for
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Here is and update, including a reference photo which a am mostly modeling after, but I will change a few things to my liking.
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Exactly...arch is same thickness all around, otherwise it would collapse.
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@sepo said:
Exactly...arch is same thickness all around, otherwise it would collapse.
I think I will just make all the little stones near the top bigger, and just ignore the fact that my arch would collapse in real life
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Part of believeable render is that it resembles real and correct. If your arch does not read correct it will always poke you in the eye...
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I would like to be able to make something similar to this someday...
I want to see more! -
Here is part of the model I have textured, I rendered it in V-Ray attempting a evening look. I have included the visopt settings at the bottom, renamed as a ruby script.
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looking awesome so far...
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Good job with light and textures... waiting for more more more
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Thanks for the comments! Here is another render, I tried to make it a bit brighter.
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it looks real, nice texturing. I enjoy looking at this post. although I would reduce the opacity of your vignette layer
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I agree, it's looking really promising! Fun thread to follow along with as more comes out
I'm with olishea on the rendering but then again I hate it when people start nitpicking my WIP so I won't say anything about that
-Brodie
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nice model, I look forward to more progress.
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Very nice model so far. But comparing your model with the real photo i can say:
- The proportion between the width of the alley and the height of the buildings is wrong and very improbable in a medieval city. The right side building has to be higher and the alley tighter;
- You have a strange, and quite impossible, floor join in the right side building: the backline of the door-window of the first floor is under the top edge of the door on the ground floor;
- The left side building has, in the reference photo, a crooked front that ideally converge towards the arch. The same for the building of the right side: his front is aligned with the arch;
- The real alley has no sidewalks.
I understand that your model in not intended to be βrealβ, but when you design a street or a square, proportions and relationships between the open spaces and buildings are really important to represent a place, even an imaginary one.
Sorry, i know, iβm a boring european architect
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@massimo said:
Very nice model so far. But comparing your model with the real photo i can say:
- The proportion between the width of the alley and the height of the buildings is wrong and very improbable in a medieval city. The right side building has to be higher and the alley tighter;
- You have a strange, and quite impossible, floor join in the right side building: the backline of the door-window of the first floor is under the top edge of the door on the ground floor;
- The left side building has, in the reference photo, a crooked front that ideally converge towards the arch. The same for the building of the right side: his front is aligned with the arch;
- The real alley has no sidewalks.
I understand that your model in not intended to be βrealβ, but when you design a street or a square, proportions and relationships between the open spaces and buildings are really important to represent a place, even an imaginary one.
Sorry, i know, iβm a boring european architect
I appreciate the help, but I am not trying to exactly model the photo, It was just use as a basis for my model. As for the impossible floor join, I am hoping one in a thousand people will actually notice it. But thanks for the help
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@solo said:
It's free:
have you played with that? i wonder how sketchup would deal with the polys involved in those ivies.
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Edson, I certainly have and really like it, but I do not import the final .obj into SU as SU cannot handle the polys, I export my model and Ivy into a 3rd party render app instead.
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@solo said:
Edson, I certainly have and really like it, but I do not import the final .obj into SU as SU cannot handle the polys, I export my model and Ivy into a 3rd party render app instead.
i imagined that. thanks for the info.
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Update, this render is very experimental as you can tell from the lighting,( I probably need to add more photons) comments on textures and modeling welcome.
BTW- Does anyone know how to un smooth something after it has already been smoothed? I want to fix the infamous impossible arch.
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