I really like the old-tyme "grainy" feel of that render, dwsel!
Thank you! I used on the image the same texture as it's on the wall. On the other side the grainy shadow starts to annoy me after I look about on it a bit longer. I will work more on lighting later after I add vegetation and some props.
Excellent render. Recessing the windows and door, rather than having them added on the outside, would make the building more accurate, as doors and windows are usually inserted into a gap in the wall. This is particularly true of the door, as the ground floor walls would be quite thick to support the weight of the building above.
Ah, in my area in older buildings it's not that uncommon to see cellar with stone walls of thickness like this, with windowsills on each side deep on 20 cm (not counting the window thickness), that could serve easily as a bunker
Here it's the case of flawed design. Windows and doors are not recessed into the wall, because in this model walls are paper-thick with cut out holes of the size of windows. Redesigning them would require now some additional steps I want to avoid during this comp. And I like wooden window frames at the moment
It's much worse with door, because I did not design yet any hole in the wall and the wall has real bumps in geometry, so door look even more detached...
A bit more depth on the stone wall material (ie. deeper bump, darker shadowy bits) would also be an improvement.
Actually all of these materials have bump of strength between 50 and 100. I'd like to make bumpmap stronger for some of them, but the value of 100 can't be pushed further (even with tweaking file by hand - when I set it to i.e. 300 as far as I remember it returns to default or to 0 value). What you see on the ground level's wall is bump of 100 (bumpmap brightness is scaled so that the whole range of values is used), then I noticed it flatness so I subdivided the surface and started to move vertices around by hand. Now I see I could prepare subdivided surface in Terranim8or earlier and import it to get higher grid resolution than I was still able to handle by hand, for greater quality and less work.
BTW, I'm wondering if bumpmap in ART is object scale dependent or bitmap scale dependent. Did anyone ever made a tests of this? I'd really love to have native normal maps or displacement.