deviant art

Deviant Login Shop  Join deviantART for FREE Take the Tour
[x]
Shop Similar Prints
This Print Not Available
Download Image
JPG, 1280×1024
more ▶

More from ~eRe4s3r

Featured in Groups:

Details

May 13, 2008
574 KB
1280×1024
Link
Thumb

Statistics

Comments: 24
Favourites: 48 [who?]

Views: 2,429 (0 today)
Downloads: 112 (0 today)
[x]
:iconere4s3r:
Staggering 1h 29m 25s rendertime
Staggering 976526 Polygons
Staggering boring

Beware, the dreamhouse-medieval-stone deluxe MK1, now for sale at your local feudal lord
Add a Comment:
 
love 0 0 joy 1 1 wow 2 2 mad 0 0 sad 0 0 fear 0 0 neutral 0 0
:iconionutnicolaescu:
~ionutnicolaescu Dec 8, 2008  Professional Digital Artist
heh, u could have used normal maps you know and the poly would have dropped at a few thousands polys. Anyway, it looks nice
Reply
:iconere4s3r:
True enough, but wheres the fun in that? ;p The time it would take to get the normal (or rather a displacement map) to work properly for the entire house would be twice the time i needed to just clone with linear directions and arrays ,p

Also even a good normal map will allways break at the edges of a column or around an arch unless you take alot of time to fix it. Or model the entire thing with that allready in mind ,( Since i really hate to fix those kind of "non-mesh" problems i try to avoid them alltogether, since i can afford 1 2 or 5 million polygons (doesnt really matter to a hobby renderer ;p) if i have to choose, normal maps or more polygons, i allways go for more polygons ,p And normal maps for smaller details (like bumps or such)

Ok alot of text.. As i wrote beneath, i really enjoy making solid meshes (like the stairs) where each stone is placed to "fit"

If i wanted i could make normal maps from the geometry, sure.. and apply it to a low poly mesh. i know ;) But why would i ever want to render a low poly mesh? Its not like it does matter wether it takes 20 or 120 minutes to render a frame ,p
Reply
:iconionutnicolaescu:
~ionutnicolaescu Dec 9, 2008  Professional Digital Artist
you almost convinced me :)) but as someone who used to model hipoly meshes and now works in the gaming industry normal maps save a lot of time even on a not so low poly mesh, it gives realism to the scene.It's fun, true, but boring after a while, for me at least. In your scene the stone blocks individually look darn good but overall they look the same. As i once heard in a video tut, it doesn't matter how it's done it's important that the viewer doesn't know the difference, the final render looks modeled. Us "3d-ers" are the best liars out there :)))) . AAAAnyway ... after writing the first post i took a look at your gallery and , well , niiiiiiiiice :P

Best wishes
Reply
:iconere4s3r:
Yeah, that is a good point. But you gotta know im only now learning proper normal map creation (via mudbox) so that is a good point you have. Of course the scene is only adhoc textured aswell. It could look alot better if i could pump weeks or a month of work into one scene ;/
Reply
:iconstormfrog:
ZOmg, thats just darn impressive. Ever played Diablo 2? It looks just like a house from the town in the second episode =)

That bump map is put to real good use mon. Im impressed. Would you mind posting the bump map or any other maps you might use (diffuse/specular/normal...). I would REALLY appreciate to look at them for educational purposes.

Nice job
Reply
:iconere4s3r:
That issnt a bump map ;p Those bumps are physical modelled. Stones are instances with nurbs with a random deformer applied. Hence the high polycount ;p
Reply
:iconvegas-underground:
Damn man, finally finished it eh? Looks freaking impressive. :+fav:
Reply
:iconkaiser-br:
~kaiser-br May 14, 2008   Digital Artist
awesome!!
Reply
:iconbryanxander:
Beautiful render, very nice work :)
Reply
:iconblindsyte:
~blindsyte May 13, 2008  Professional Digital Artist
i officially 'cool' this
Reply
Add a Comment: