View Full Version : Environment 3D: Porta Nigra

11-12-2003, 02:25 AM
Hello all ...

Here is another project i was working last weeks. It is a conceptual visualization inspired in "Porta Nigra" (Trier - Deutschland).

This is a experiment of modelling a complex objects to avoid hi texture details. In fact all building and environment has been modeled stone by stone ussing about 6000 units of about 60 diferent types (like a big Lego), creating and monster scene with about 2,5 MPolygons only for principal objects. I create two illumination sets, day main view and experimental night view ...

All project modelled and rendered in Lightwave 7.5 ussing Photoshop 6.0 for texture mapping and final process.

I hope you like it ...


Other more dramatic lighting setup ....


Best regards,
Juan J. Gonzalez

11-12-2003, 04:57 AM
Wow! My brain's hurting just contemplating all those polygons!!! :eek:

Actually, while both the final renders are beautiful (very nice work juanjgon! :) ) It almost has 'too much' detail! The individual stones look very harsh, sharp almost, which seems to be coming from the excessive use of polygons.

But I understand that the idea was to use as many polygons as usual, which you've certainly accomplished! ;)

I particularly like the night one, with the yellow light bleeding from the windows very nice mood!

All the best!

T x

11-12-2003, 05:30 AM
you are absolutely nuts, bonkers, crazy in the head, ludicrous ;)

Great job. I like the second mood as well. Ho wmuch memory do you need for the model?


11-12-2003, 06:25 AM

Well, you certainly "rock" now don't you? :D

How do you model your individual elements? Could we see a few close-ups of some individual stone pieces? I'm just wondering if you box model individual stones and how you put cracks and holes in the rocks. And I can't tell from your wire if your stones are subpatched or not. I hope they're not, that model would have my computer on it's knees begging for a quick death.
I don't think it's too many polys at all. I think in the coming years, a lot of projects will require that kind of detail (or more) and processors will have advanced enough to handle it with ease...

Great work!

EDIT: Could you give us a clue on how you texture such a complex object? It looks really good. I especially like the moss at the bottom of the structure.

11-12-2003, 09:24 AM
We can only guess how many times the 'jitter' command was used on this one! :D :confused:

T x

11-12-2003, 09:50 AM
This is just incredible work.

hats off!

inside shots please.


11-12-2003, 02:38 PM
3.5 Million polygons??? :eek: :eek: Wow, beautiful!

I like your second image.

Your models are subpatch or freeze?

Other, i really like your grass which looks better than mine. Is your grass use a image map or procedural texture?

Anyway, you done wonderful work!

11-12-2003, 03:32 PM
That's fantastic work, apart from the trees in the background which I don't care for much. They're not bad, but considering the excellence of the building, they don't match up compared to that.

Are the clouds HVs? They're very good and I like the colour of them.

Great scene all round.


11-12-2003, 04:57 PM



11-13-2003, 12:20 AM
Trees? There's trees in the scene too? <eyes glazed over from counting polygons>....

8 )

And now let's see the rest of the city behing it out of sight.. come on, I dare you.. grin

11-13-2003, 03:16 AM
Great detail and great work!

The image is a bit to grainy for me- Maby higher AA?
And I would put a focus on something and put a depth of field to blure up some parts of the image?

Just a suggestion..

11-13-2003, 04:30 AM
Man that is nice. 2.5 M polys? Man that is nuts but very cool.
I wonder on the other side how accurate it could be made with very few polygons.


11-13-2003, 07:21 AM
You must be one of those "mad genius" type guys...

Incredible work! And I do mean work. How long did this project take?

11-13-2003, 07:28 AM
In the future, I see a book, calling for many examples of your excellent work . . .



11-13-2003, 09:35 AM
First of all I'd like to ask that.... "Are u nuts?!?" :eek:

I see a lot of work there, man. If it is what u want, u just made it...

All I can say is 'congratulations', great job...

Just a small note: the orange light in the night scene does not fit well. There could be more contrast / darkness with cold light, and orange light might be stronger but, deeper. So it may give us a feeling of torch light inside the construction...


11-13-2003, 10:41 AM
Redefines the term, "Lego-maniac."

11-13-2003, 12:02 PM
juanjgon: i'm looking for people in the Lightwave community to help with a movie project, found here, http://vbulletin.newtek.com/showthread.php?s=&threadid=13585

Would you like to help with it?
Please reply to the link listed above

11-13-2003, 07:39 PM
it's all good.:)

How did you achieve such great textures?

Dick Ma
11-15-2003, 10:59 AM
One interesting question:

Are you importing real stones and build it in Layout one by one?

Next time, try to build a ROME please, I know you can do that.

11-18-2003, 04:51 AM
poly insanity

but the results are very cool

There's something about the lighting that bothers me, I think. Also, It seems like everything is too sharp.

I agree with veljko, about the depth of field and possibly the composition. I'd experiment with adding some kind of film grain and slightly darkening the edges and corners if you wanted to make it look like a tourist's snapshot from a cheap camera... not that you want to do that :)

11-18-2003, 06:09 AM
Hey, Dick Ma...

This guy probably could build Rome in one day.

11-20-2003, 10:41 AM
Hah...Rome...why not Babel...floor by floor...

Another great model again...keep up the good work...

11-20-2003, 11:32 AM
Amazing! Drop dead amazing. But I can't tell exactly if it is old or new. If it is old, a collapsed pillar or missing blocks or two could add character. My favorite image is the last one. The lighting is beautiful. It would be sooo great if you offered a tutorial.

Best wishes!

11-21-2003, 03:06 AM
Thank you ... today i change this last image to one with some changes in illumination and tone ... but finally i am not very happy with this scene ... too complexity is a problem ... i think that this kind of enviroments must be more balanced in texture/geometry process ... :(

Juan J. Gonzalez