Tavern Scene - First Render Pass

 Tavern Scene - First Render Pass

So moving on to the texturing process I decided to try the first render pass out on the scene and objects. My focus again was to try a new more stylised style and play around with materials within substance instead of trying to render out everything realistically as I was aiming for a new approach to how I build a scene visually.







The focus of this was to break up the scene into specific materials to give a bit more visual information and context to the environment. With the tavern being based on The Yawning Portal I decided that while it had to look medieval or fantasy I didn't want it to look as if the Tavern was just a shady watering hole for adventurer's that couldn't afford a more luxurious place to rest at. 

The yawning portal has an influx of adventurer's who all attempt to enter the dungeon that is in the centre of the tavern and they bring back exotic goods and treasure to trade and display as trophies so in my mind this would mean that the tavern would be a bit more luxury than what you would find in a small town or village. This is why I've added in metals into the environment pieces such as the table and chairs as these would be more expensive to produce requiring both a blacksmith and woodworker to be paid for their services to craft these, which back in a medieval fantasy setting would have cost a lot to produce, especially on a large scale for a tavern which would have multiple seats and tables to increase the capacity it could attend to.

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