church2 by ramart
Open full image in new tab Members remain the original copyright holder in all their materials here at Renderosity. Use of any of their material inconsistent with the terms and conditions set forth is prohibited and is considered an infringement of the copyrights of the respective holders unless specially stated otherwise.
Description
this is my W.I.P Ijust added 1 light with area shadows here the render time went from 3 mins to 1hour 20 mins
Comments (7)
RubyT
Really beautiful how the light comes in through and accentuates the stained glass window in the dark church!
Sabra
This looks a lot better with the area shadows, great render. You mentioned the high polycount in your previous post, and I'm curious what causes it. The windows are the only thing I can think of, as the rest looks pretty low poly to me. Are you using splines for that? Perhaps an alpha map is a better option. Also, you could take out a lot by reducing the candle holders hanging from the ceiling, cause they're pretty dark, so no one would notice. :) Just a few suggestions. Love this work, my compliments!
ramart
the scene has 268294 polys I think its all the sweep nurbs I can't or don't know how to cut them down and to get a good boole you have to put more polys in the walls to stop the artifacts and the dreded triangals in the textures but thanks for the coments the poly prob just afects movment in the view port I'm not bothered about the render time
theemperor84
You should be able to get rid of the "dreded triangles" in the textures by switching the texture mode from UVW to cubic (possibly, play with it). Also, remove the phong tags on anything that is a flat surface. That will reduce any weirdness to your textures. Perhaps that will allow you to clear up your polygon problem.
three_grrr
don't understand one bit of the jargon .. but the interior of this church is awesome with the light coming through the window .. the shadows .. and look at the way the colors dance in the rays of light .. and the wall .. where the stain glass casts it's glow .. awesome indeed!
Syrup
Very nice work! Worth the rendering time.Thought of the seats right off and the hanging lighting as your biggest polygon count and if they're all texture mapped certain surfaces could be straight colour to reduce render time.Are the stained glass polygons doublesided? While not always the ansewer if polys are onesided sometimes they are inadvertently flipped the wrongway round and appear to be missing altogether or misshapen.If the dreaded triangle in question is meant to be on the same level or plane as surrounding polygons like for a wall perhaps selecting it and using value give it the same height value as the surrounding polygons to make it to appear all one surface again may eliminate the problem. Hope any of this might be useful.Great job! :B eaver !
ramart
the triangles come from the boole if you boole with low poly then the boole object ends up with large triangles in the mesh and shows in the texture but thanks for the nice coments