Post by Venova on Jul 21, 2010 14:20:07 GMT -4
Pleased with this so far, the most detailed element I have yet created for my Hunter's Guild scene, based on a texture used on 5 wall panels in the real Hunter's Guild.
Here is the panel by itself:
And a rough placement replacing some faces in the still incomplete and texture/material-less main scene:
This differs slightly from the above render, that is an earlier version of the panel, but the only difference is the shape of the little nub part above and below each sphere chamber thing. Also I put an unlit material on the flat ring bit so it looks more as desired. The PSO texture doesn't really show any indication of that but, I'm not just copying I'm trying to improve things a bit and put sortof my own take on it.
And a shot of the quite flat texture it's based on:
I still need to unwrap it and make some textures and materials, as for the inset looking bit at the top and bottom ends of the texture, I think I'll handle that with normal maps, as I was unhappy with the result of an extrusion attempt (due to the curved surface).
Long ways to go still, and I'll likely delete these from the main scene and re-place them later, I just wanted to see how it looks and how well they fit into the faces I deleted to put them in, some small issues with that (hidden here with some extra planes).
A couple of other renders of my progress so far, I did these just to test light colors a bit, the shadow artifacts and banding is due to the lack of shadow samples from the raytraced lights, didn't want to take 20 minutes to render each of these views. These were rendered before I began work on the wall panel above. The lights have since been deleted.
View from back side of room:
View from window:
View of guild counter desk detail (will likely re-do the entire guild counter, as it has very messy geometry and lights poorly, and it's also proportioned quite inaccurately):
The computers on the desk and wall are again based on the textures placed on much simpler geometry in PSO, quite happy with them (though the smaller ones in particular have rather messy geometry), however the desk and counter itself will likely be re-done, the light thing above inside though I think looks fine, may need to be resized a bit to fit a more accurate counter and desk design (and more importantly cleaner geometry of those elements, as it stands it will probably be hell to u/v map textures to those).
That is all for now.
Here is the panel by itself:
And a rough placement replacing some faces in the still incomplete and texture/material-less main scene:
This differs slightly from the above render, that is an earlier version of the panel, but the only difference is the shape of the little nub part above and below each sphere chamber thing. Also I put an unlit material on the flat ring bit so it looks more as desired. The PSO texture doesn't really show any indication of that but, I'm not just copying I'm trying to improve things a bit and put sortof my own take on it.
And a shot of the quite flat texture it's based on:
I still need to unwrap it and make some textures and materials, as for the inset looking bit at the top and bottom ends of the texture, I think I'll handle that with normal maps, as I was unhappy with the result of an extrusion attempt (due to the curved surface).
Long ways to go still, and I'll likely delete these from the main scene and re-place them later, I just wanted to see how it looks and how well they fit into the faces I deleted to put them in, some small issues with that (hidden here with some extra planes).
A couple of other renders of my progress so far, I did these just to test light colors a bit, the shadow artifacts and banding is due to the lack of shadow samples from the raytraced lights, didn't want to take 20 minutes to render each of these views. These were rendered before I began work on the wall panel above. The lights have since been deleted.
View from back side of room:
View from window:
View of guild counter desk detail (will likely re-do the entire guild counter, as it has very messy geometry and lights poorly, and it's also proportioned quite inaccurately):
The computers on the desk and wall are again based on the textures placed on much simpler geometry in PSO, quite happy with them (though the smaller ones in particular have rather messy geometry), however the desk and counter itself will likely be re-done, the light thing above inside though I think looks fine, may need to be resized a bit to fit a more accurate counter and desk design (and more importantly cleaner geometry of those elements, as it stands it will probably be hell to u/v map textures to those).
That is all for now.