Preview: Han Dynasty / Wuxia Fantasy Buildings

Ogedei_the_Mad

Caffeinated Khagan
Joined
Feb 15, 2004
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Moved back into the kimchi jar
I've temporarily given up on trying to figure out better UV texture mapping methods (for now) and focused a bit more on making the actual building models. I think I'll use procedural textures for these before I can delve a bit more into the finer points of UV mapping. Anyway, the first building for an updated Han Dynasty building pack is previewed below. Not sure what building it would represent.
 

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Experimenting with basic procedural textures.
 

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Another building.
 

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  • handynastybuilding2.png
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Bare bones of a market place. Need to make it look more lively.
 

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Maybe you can add sun light to your scene or increase strength of background color in World's setting? It's hard to see anything.
 
Took me a while to figure out how to do the lightning and shadows, but I think I may end up simply exporting this and rendering it all in Bryce as I normally would.
 

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Try my setups for Blender Internal and Blender Cycles. Sun light is important for outdoor renders but world settings are even more important. In BI if you think that light is too strong or you need more light just increase a sun strength or in world settings play with ambient occlusion, environment lighting, indirect lighting and falloff. In Blender Cycles, the same with sun just just increase its strength or in world settings play with turbidity, ground albedo, strength and ambient occlusion.
 

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I'll try that. I've been relying too much on outdated tutorials - there are so many of them, but all of them are somewhat inconsistent with the changes to the latest Blender versions.
 
I haven't forgotten the Ki-no-jo fortress I put together a long long while back. :crazyeye:
 

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A magistrate with guard towers.
 

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I wasn't satisfied with the walls.
 

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Question - how do I adjust render and camera settings to get the Civ3-level isometric view?
 

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  • handynastycitycenter1.jpg
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