

it's pretty glaring that the bigger stones need to be looked at. They need to be alot clearer and a higher resolution. I think the wide shot of the whole model basically screams for simplicity in the bigger stones.....no problem.
Now...see how alot of the details are lost in the wood when you zoom out? Should I exaggerate the wood a little to make up for this? im just thinking of what kind of grime/how much Grime I can apply.
Cheers
1 comment:
hey man, nice progress. from the far shots the cobble stone looks killer. i like the grays and the detail. up close the res falls apart on the big stones obviously, and i like your solution for the res and grime. adding tracks and scuffs will look awesome. i really like the darker green moss thats coming from the edges.
the wood is looking awsome on the steps. nice detail and unwarp. theres a few things the stairs will need. grime around edges and point where they connect with other elements. build up dust, and such. down the center the wood should be more worn from all the walking. it can even be a bit more shiny due to the smoothing out caused by wear.
i like the modelling of the wood. i would suggest u bend the planks down in the middle to look they have been used for a long time.(looks like the first step has it already) this will also make em look like theyre attached by somthing on the side. u may also want to add little wedges under the stairs on the sides to show how theyre being attached. that being said only go into that much detail if your planning on showing the model this close in ur reel. i dont recomand u do, but just in case. if you choose to do an extreme close up anywhere u will have to spend a lot of time makin it look good and making sure theres details that support it. the closer u get the more attention people will pay to things.
the metal clamps on the wood are a bit hard to read, but thats only cause of the close up. once again only model them up for extreme closeups.
i would suggest that you take a day and add all ur cameras and decide on all the shots that you will take for ur reel. once u have that only render shots from those angles. in most cases in film and even gaming a model doesnt hold up on extreme close ups and far-mid shots. theres usually a few models for different distances. if you decide your shots u wont have to worry about making ur wood look good from far and close. for instance, in the far shot u have there the cobblestone looks fine and you wouldnt have to adjust res. this will save u a headache or 2 on trying to get res and detail to read well.
finally...
i would also suggest that you work out a basic lighting scheme that will be a base your ur final lighting. pick light direction, colour and strengh. and once in a while render ur scene with mental ray or whatever. you will gain a lot of detail from bounced lighting. it acts like corner grime a lot of the time. it will also bring the meshes together and not make em feel like seprate elements. this will give u a good sense of how far u have to take the textures and how much work lighting will do for ya.
whoa, sorry for the long ass post. cheers
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