Forum Coordinators: Kalypso
Carrara F.A.Q (Last Updated: 2025 Jan 04 8:20 pm)
Visit the Carrara Gallery here.
Looking good. Lets see crits;)/suggestions: I know this is a WIP so I'm sure textures aren't finalized, I'd suggest a bump map on the roof on the left side. To simulate shingles. And the metal railing, currently it looks like plastic, a nice black metal texture. I LOVE the water, is that stars reflecting in its surface;) Another thing that might be neat, is using that moon texture from one of the past threads, and have the moon peaking over the surface of that left building. Would help add to that ominous feeling I htink you are after. Anyway CHEERS! Looking good! Brian
Hi, Brian, Thanks for the comments. The roof is definitely WIP. I've run into more than one C2 bug (reported to Eovia) in trying to get this right. For instance, a simple abs(cos(x)) formula doesn't work there and some of the shaders only work in local not global and vice versa. It's been frustrating bumping it. Anyway, I'll tinker more with it and maybe just use a texture map to be done with it (although there is also the 'seamlessly doesn't work in the bump channel' bug ;-) I'll fiddle with the railing as well. It's actually one of litst nice metal shaders but doesn't look so good in the moonlight. As to the moon, I like the lighting straight down for now so that kind of makes a moon on the edge not line up but we'll see. I was thinking of a moon reflected in the canel with the stars (DCG's starbright for the stars) but that would leave most of the scene very dark. Once I get the torch in there, I might try it though. Comments very much appreciated! Marc
Fixed the roof problem by just placing a bunch of one polymesh roof tiles on the roof. Darkened the railing a tad.
Next step is to put a guard/torch bearer in front of her with the light coming from his torch.
As always, comments, suggestions for improvements, etc. appreciated.
Marc
Looking good. The patio/open area to the right has too even lighting for a night scene. Needs a little breakup of some kind. Maybe the pattern of moonlight coming through a tree that we can't see further to the right? Also, how about the walls having more texture to them? A little something in the bump channel for depth?
My reply seems to have gone missing... Thanks for the comments! No backstory yet but as I run an rpg game it might come to pass. I often use these pictures in the game. I've been thinking the right building needs more detail as well. I've been thinking of adding discrete blocks for the left edge and between floors stones and something under the windows. I like the falling stucco idea and will do that as well. I've also been experimenting with the lighting on the assassin. Appreciate the comments! Marc
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Love the WIP posts. I don't think I'll do a daily (takes me multiple days per step in my scenes) but the picture here is a nice break point. It is the background for an assassin scene.
It is a night scene. Missing is the assassin who will be illuminated more in purple (for a night effect) on a balconey on the near wall at the left foreground.
In front of the far house at the center back of the scene will be a noble woman (the victim) with a torch bearer (providing yellow light; or orange if I go with a blue light on the assassin).
Anyway, that leaves a lot to the imagination but my next step is to do the victim (should be quick; she'll be DAZ V3 in the conforming fantasy gown) and the torchbearer.
Would really appreciate any thoughts on composition or anything else. The current scene is dark; the torch will light the far center (in front of the door in the house over the canal) but the balconey will be about as illuminated as it is now, maybe a shade darker.
Marc