Friday, July 23, 2010

Castle Hall Progress Update: Lighting Issues

Again, same rendering as before with a few changes:
  • Soft shadows enabled on the sun lamp
  • Peter's textured tables and balcony
Interestingly enough, this render only took 30 minutes, opposed to the 45 minutes to render the untextured version.  I also did not notice any issues with the lighting on the tables, like the following image.  The only change between this one and the one above is the lack of soft shadows from the sun in the bottom render.

Tuesday, July 20, 2010

Castle Hall Progress Update

Well I continue to plod away at texturing the castle hall and have just finished(as of today) the balcony supports and the railing. I still have some work to do on more benches around the hall but then I think almost all the wood objects will just be about textured! Take a look at the images below:

This is a snapshot of the castle from today when I finished.

this is a render I did Saturday. There are some lighting issues we need to fix.


Render time 4 hrs. 32 min. on DELL 4200 w/ Pentium 4 Processor; 1GB of RAM.
Hopefully I'll get a better machine before we start really rendering :D

Render of the river scene in progress. Next step is filler trees, then weeds and other plants.

Friday, July 16, 2010

Castle Hall Update

Hey there,
Well texturing on the tables and benches is done! YAY!!!! Now I have the rest of the objects that are wood in the hall to texture. I will post some current renders either tonight or tomorrow depending on when I can get some done. Hopefully be done with the wood things in the hall by the weekend!

Here is a test render I did on Wednesday. There are only 2 tables done in this render.
Top: wireframe view in blender

Bottom: Another rendering of the castle hall with a wide angle lens.  Render time: 45 minutes + preprocessing (with QuadCore processor, 4 GB of RAM)

Friday, July 9, 2010

Castle Hall Texturing Progress

Hey there,
I've started working on the castle hall texturing. At first I thought it would be easy(yeah right) and then I found out that it wasn't as simple as I thought. I thought that there were 2 smaller tables that were the same, and that 2 bigger tables were the same(which I found out is true). But then I also thought that there were some shorter benches that were the same and that some larger benches were the same so.... I worked on them and came up with some textures. I made one for the larger benches and one for the smaller tables. I brought those into Blender and got the material and the texture with the normal map all in and rendered. This is what I came up with:

(You will notice the table on the left looks fine, and that's because its the one I originally unwrapped and textured)

So this is what I came up with and I called Ian up and figured out that the small tables are the same along with the bigger ones. But there are like 3 different benches, so I'll just have to make a separate texture map for the different benches. So it will be a little more work but not much. I hope to post a progress render tomorrow sometime to show you how progress is going. Till then.....

Wednesday, July 7, 2010


River scene update: A few extra trees.

Farnoth with better eyebrows.

Monday, July 5, 2010



Lower image: Render of Farnoth, with initial SSS. Not rigged.
Upper image: Andrek facial expression test.

Sunday, July 4, 2010


View from the riverbed of the river scene, in early progress.

Thursday, July 1, 2010


Yay!! Modeling of the castle hall is now pretty much finished. Here's a screenshot. Texturing is next.