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Prison of Dreams

3D Studio Max (none) posted on Dec 28, 2000
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Description


"They who dream by day are cognizant of many things which escape those who dream only by night." -Poe Modeled and rendered in Max - comments most appreciated!

Comments (11)


AuraPsi

9:10AM | Thu, 28 December 2000

I am humbled by your texturing might. It reminds me a lot of a german castle I visited once. Excellent stuff

)

dglidden

9:13AM | Thu, 28 December 2000

You never cease to amaze me Byron and I doubt you ever will! Fantasic work.

--Divide-By-Zero--

9:14AM | Thu, 28 December 2000

Fantastic job with creating a "castleish" atmosphere! Great work with the textures and lighting too! Show us more! -DBZ-

AzChip

9:14AM | Thu, 28 December 2000

Very nice image; I particularly like the Poe quote and how it makes me re-think the image in its context. There is a strange regularity in the textures of the grey walls that gives the image a computer rendered feel. I don't think it's a pattern, but a repetition of color range. Just a thought. Very nice model and the lighting is nice and subtle.

WyndWalker

1:04PM | Thu, 28 December 2000

grovels at your feet, lol. You are killing me with these! Fantastic! Your work is always very detailed and involved. I love the complexity of this image! Great work!

Simon_W

2:25PM | Thu, 28 December 2000

1000FaceS

8:27PM | Thu, 28 December 2000

Let me give some "helpful" comments :) As in other your pictures, the main trouble, as i see, is in very "clean" textures. I'll suggest you to try out QuickDirt plugin, or something similar. Or, if you can't afford it, create multilayered textures with dark noise. For example - when texturing a wall, you have vertical mapping - let it be standart gradient with three textures inside, upper texture - lighter, down texture almost black. Enable fractal noise on this gradient with a value of 0,3 or so... The other thing - shadows. Your scenes are too bright. Don't create lights "from camera". Add contrast to the scene with side lightning. More shadows give scene reacher detail. And don't forget about ambient light - use several omni lights in proper places with values about 30-50 and with specular reflections took off, to simulate radiosity effects. One more word about textures. You try to create "scattered sand" effect on the ground with noise map with two textures inside. You are going the right way, but note, that noise map is too "repetitious" (if this is right word) and on big surfaces it looks unnatural. Try using several layers of noise inside noise with reducing size. And at last, your scenes needs "central" persons or objects. Till then, they are only an "environments" for scenes. Good luck and Happy Holidays :))

)

jasminre

2:15AM | Fri, 29 December 2000

Just grate,your talent is grate.

fredramsey

1:59PM | Thu, 04 January 2001

This desperately needs to be in a 3d game...

nitro115

2:18PM | Fri, 05 January 2001

agreed with fredramsey, this would make a perfect scene in any game.... really nice work

ISSE

3:34PM | Sun, 11 July 2004

I was just thinking about doing (when I become a master)a scene like this one.You done it excellent I saved this one also(I did so many of your image) to my private favourit images file


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