Published Jun 24th, 2016, 6/24/16 6:03 pm
- 3,446 views, 0 today
Built on server
- ArdaCraft - Building Middle-earth in Minecraft1.21.4 Creative Server61.7k 121x 9ArdaCraft 7/8/22 4:18 • posted 10/22/14 4:39
- 89
- 29
- 16
1,087
Overhill
Overhill was a small village in the Westfarthing, to the north of Hobbiton and The Hill, marking the end of the short road that ran past Bag End and Bagshot Row.
This is ArdaCraft's recreation of Overhill, a small village of the Shire from J.R.R. Tolkien's The Lord of the Rings. Located just a few miles over the hill from Bag End it also lies within the bounds of the Westfarthing. Overhill contains a few features typical of a village such as an inn and farmland surrounding it but also contains a small orchard, post office and graveyard to distinguish itself from others.
Overhill's farmlands were planned out by Benzathoth, our resident horticulture expert using a crop rotation system. This means that whilst some fields are in use to grow wheat, some others are left to rest in order to replenish the nutrients that were used to grow crops in a previous year.
Note that in some screenshots wool is used in trees as a placeholder texture.
Overhill forms part of a larger project which seeks to recreate Middle-earth in its entirety. Credit goes to Glov for leading this project, and to the entire community of builders for helping out.
Overhill can be viewed from above on ArdaCraft's dynmap. There is no download avaliable, but ArdaCraft is a non-whitelisted server which anyone is welcome to come and explore, provided they have installed our modpack first.
All information can be found in our website at http://ardacraft.me/.
Credit to https://twitter.com/CrankerManMC For Renders
Credit | Crankerman |
Progress | 100% complete |
Tags |
3601832
2
Create an account or sign in to comment.
The flare is often used to hide areas without much detail, but your map, especially with Conquest has a lot of detail that the render could benefit from.
EDIT: also the blur doesn't help...
And the blur is only in the back of the scene to highlight the rest
The thing I'm trying to say is that your render feels like highly color corrected picture of a miniature, which is good for most of projects you do renders for, but what I always liked about Ardacraft is how it felt real and unique, you could feel the atmosphere, the humid air, the smell of grass and all that stuff, with your render that kind of gets lost, because the colors look more playful, and it overall feels just different.
But that's just the way I feel about it, I hope you don't mind the feedback :)
For some reason Conquest_ and C4Ds render engine don't really look good in close up renders (or at least I didn't manage to get it to look good).
The only thing I disagree with is the "bright glare = similar to lens flare".
It's a common misconception that lens flares are always bright and blinding.
But they can also be subtle (most of the time they are (or the artists tries to), just not in pop media).(example)
About close up shots with C4D, Conquest relies all on Connected Textures and Metadatas, which I guess you don't have when converting the save file to an OBJ, it would require someone to recode whichever OBJ converter you use, and I don't see that happening anytime soon :(
It's just that the resourcepack looks weird in C4D renders (imo)