WIP: European Back Alley
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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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can't you triple click the arch/stones and then open the soften edges window and turn the soft edges off? or have u subsmoothed it?
looking awesome. the texturing looks fantastic. all u need now is a bit more dirt on the road/paving. I can imagine getting mugged in this back alley!
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Oli: That is what I tried, but it is grayed out.
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With Picasa tint
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After a long break from this project, finally found some time to texture, also started in Indigo. I gave up on Indigo a while ago, but checking back proved to be a good choice as the new versions are a ton better, and if you have not tried them, you really need to.
Note: I will post a bigger version tomorrow.
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Bigger Version
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