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View Full Version : Interior : Silenthill'ish cellar


Por@szek
05-10-2005, 11:39 PM
Hi all.

I decided to show You level I'm working on. Now its around 10k polys and I hope you like it. And I want to finish it, not like other past works. Anyway, now I'm texturing all the main elements, later I'll add some details like posters, dirt, etc.

Crits are very welcome.

I need some suggestions about the light, please .... http://abandonedland.net/temp/level/10_V/1.jpg

http://abandonedland.net/temp/level/10_V/2.jpg

http://abandonedland.net/temp/level/10_V/3.jpg

http://abandonedland.net/temp/level/10_V/4.jpg

http://abandonedland.net/temp/level/10_V/5.jpg

http://abandonedland.net/temp/level/10_V/6.jpg

http://abandonedland.net/temp/level/10_V/7.jpg

(in this last render is Hanzo's character to show the proportions in location)

ArchangelTalon
05-11-2005, 12:15 AM
Looking good so far, man.

Textures are looking very promising, can't wait to see it all done :)

For the lighting... how about having the main light source for the end room come from an angle-poise desk lamp or a solitary lightbulb hanging from the centre of the room, something that can cast a shadow with quite a sharp edge (and very, very dimly lighting the edge of the room with an orange or purple light). That way you can only hear and very dimly see what lurks in the shadows before it stumbles out of the darkness and quickly into the harsh light. I like the blue lights you have :)

Ghostscape
05-11-2005, 12:52 AM
It's hard to tell where your lights are. I think you have some over the doors? But I'm not sure...it looks like your lightbulbs do not have any ambient light, which winds up making them look weird, because they have no visible emission and are taking shadows from the light you placed in the scene.

I'd see about making the white lights more yellowy, and I'm not sure what is casting the blue light? Remember that incandescent bulbs give off a strong yellow light, and flourescent bulbs give off a blue light.

I'd heighten the contrast of the lighting and shadows some more, too. Sharper shadow edges, brighter lights with stronger fade offs and less ambient light in the scene. Go google image search up Film Noir to get an idea, basically shoot for deeper, more penetrating shadows.

As far as modelling/texturing goes, it looks like the tiles on the ground are supposed to be square, but they look distorted. Also, the rubble in the one hallway does not look very good...too chunky and polygonal.

Overall, it looks pretty good, though.

hanzo
05-11-2005, 02:55 AM
Por@szek great going man, I like the design flow and the mess over in the corner good touch, can't wait to see this project complet. ;)

hey who's that little person O_o lol

sheefy
05-11-2005, 01:29 PM
I really like your environment Por@szek, just have a question about your lighting though... At the moment it looks like you've just rendered it out in a 3d app with raytraced shadows and bump maps, are you planning on leaving it like this for a game that uses dynamic shadows for all its objects or are you going to bake the lighting and bump data into a map?

Either way it looks really good, the only crit i would have is to give the light sources, mainly the ceiling lights some 'volumes' and glow effects with geometry - i think you know what i'm talking about - don't know exactly what they're called.

Por@szek
05-13-2005, 01:28 AM
Hi all. I have make a little update. I hope in next week I'll finish this. But it's always a hope :) .

ArchangelTalon - I'll finish this one I promise, thanks for the c&c man. I'll try "your" light. Shoul be interesting :).

Ghostscape - thanks for so long sentence. It's really helpfull. About the blue light - there are a little lamps where the light is. Anyway I'll fight with lights more, after texturing but I catch the idea what are You talking about. And sorry I don't see distorted texture on the floor. Maybe it's only perespective. And I plan few variation of floor texture, walls etc. And the light is more yellow as You say but I must trully say that I don't like it.

Hanzo - thanks dude for the support. You know I need it :thumbsup:

Sheefy - thanks. I don't have any engine on my desk so I don't know bake or .. not to bake. Anyway I try to make it as I feel with maximum of optimization ( textures and polys). And I will add "this" effects, but when i finish texturing and detailing.

Few renders :

This one with old light:

http://abandonedland.net/temp/level/12_V/5.jpg

And this with a bit changed :

http://abandonedland.net/temp/level/12_V/6.jpg

http://abandonedland.net/temp/level/12_V/7.jpg

http://abandonedland.net/temp/level/12_V/8.jpg

http://abandonedland.net/temp/level/12_V/9.jpg

http://abandonedland.net/temp/level/12_V/10.jpg

Probably texture of door will be a little changed.

C&C are VERy welcome.

kaisasose
05-13-2005, 01:49 AM
Like the look of this, solid bit of work, its very Silent Hillish, looking forward to more. :thumbsup:

eMPeck
05-13-2005, 12:06 PM
Hey Por@szek, great job here. I really like Your textures :) How many maps have You got now, and in what resolution? Looking forward to see more (in an engine ;))

MrWaRrDoG
05-13-2005, 04:18 PM
Mate, that IS silent hill (or better)
It's a very nice scene
Do you have more for me because I'm very interested

Por@szek
05-14-2005, 05:28 AM
Hi all.

Here I got a little update. I hope in the end of the weekend main elements will be finished (txt). But its only hope :(. At the moment only walls have bump and spec, and few elements. Next time I make it for all.

kaisasose - thanks, I hope finally it will looks better then this :)

eMPeck - Hi dude. Long time ... :) . At the moment I've got something around 20 txt where 90% are 512x512, rest are 256x256.

MrWaRrDoG - I'm glad that You think is on SH style, becouse I try to make it as close as possible.

Enjoy :

http://abandonedland.net/temp/level/14_V/end/10.jpg

http://abandonedland.net/temp/level/14_V/end/8.jpg

http://abandonedland.net/temp/level/14_V/end/9.jpg

http://abandonedland.net/temp/level/14_V/end/7.jpg

http://abandonedland.net/temp/level/14_V/end/5.jpg

Like always C&C are welcome :)

AndyH
05-14-2005, 11:11 AM
Im playing through silent hill 4 a second time right now, and i think this is good, but not quite silent hill yet.

I think it needs more dirt, rust, grating, and odd skin like textures to capture the look. Also, pipes, vents, crates, fuseboxes and cables dont really seem to 'belong' in the SH universe - If you are gonna use parts of modern engineering in your environment, distort it so that it looks more organic or decrepid. Degrade the environment more - add some loose / missing floor tiles as an example. Baking radiosity and adding grain help too.

It looks great already, what with the rubble, stains and moody lighting, but i think it needs more crud to truly evoke a silent hill feel. Sorry if im being kinda harsh, but the environments for the silent hill games are some of the best ive ever seen - especially for PS2.

Keep at it!


By the way - check out the galleries on this site - they proved more than useful when i was making my silent hill monster some while back.
http://www.felixmcli.org/silenthill.html

hanzo
05-14-2005, 10:26 PM
:thumbsup: crap. the pile of garbage looks even better now! also great work on the sink Ow and great going taking away that antialiasing now it looks more like capture from a swell game engine. Andy H has a good call, also it's good you decided against mapping, be carful with the bump. When you don't have antialiasing bumps tend to look very bad. :)

your work makes me want to play SilentHill4, if the game look this great I'm missing out on something BIG..

I'll keep watching man

Hatred
05-14-2005, 11:06 PM
hi Poraszek! work is gong nice and smooth i see :D keep it up! (same as keep on goin?)
I could put attention not to overuse sharpen/naise? on textures everywhere, cos for example tiles look overdirted for me now :)

keep on goin

Por@szek
05-15-2005, 05:27 PM
Hi there.

I finish the main texturing part, so now I can concentrate on details. I though that I make some update yesterday, but my head falls on keyboard ... :rolleyes: . I hope You like the new update.

Andy H - it pleasure to see You in my thread, and especially when You wrote You like it :D . I hope this project will be visiting-card to find a job, I hope somewhere in UK. So I try to make it the best I could. Anyway ... I also love the SH series. But I have never enough time to finish or play longer in any if part. I stock in 2 part :shrug: ( I must say that all instead 1 (psx only) lies on my desk). Great crits you gave, I shall use them surely. Especially now when I start details part. I learn a lot from screen from SH, Cold Fear and Obscure. People working there have a really great Eye on details. The locations are just awesome. Not only becouse of texture, but so many props. Indoors are very detailed, and it makes them ace, and create atmosphere. Thanks for the link, it was very helpfull. And about pipes, and machinery in SH - http://www.gamespot.com/ps2/adventure/silenthill3/screens.html?page=104 .

Hanzo - Hi dude. I 'm glad You like it. I decided turn off all the spec and bump, maybe after finish all the subjects I must make I'll try in few palces some spec or bump. Only too see if it looks better. Cu after evening (in my time :) ).

Hatred - nice too see ya in here dude. Thanks for the comment.

So here we gooooo ... Enjoy :

http://abandonedland.net/temp/level/16_V/13.jpg

http://abandonedland.net/temp/level/16_V/14.jpg

http://abandonedland.net/temp/level/16_V/15.jpg

http://abandonedland.net/temp/level/16_V/16.jpg

http://abandonedland.net/temp/level/16_V/17.jpg

And like always ... C&C are VERY welcome.

AndyH
05-15-2005, 06:53 PM
Looks much better - i still think the floor looks to tidy and new. Remove a few of the floor tiles or break chunks off them to reduce their uniform appearance. Maybe add some huge dirty stains as well - like maybe a big black/ red smudge filling one of the corners - itll make it look like something nasty went on in that location. Maybe even designate a corner of the room as the 'spook corner' and cover it with bloody stains, crud etc... I suggest the mirror area - theres nothing like some creepy stuff around a mirror to scare you into looking into it!

As for the pipe thing - i stand corrected. It is the generator in the sewage level though. I just get a general feeling of low-tech town rooms or residences when i think of silent hill...

Keep it up!

Nibby
05-15-2005, 08:54 PM
looking good dude. like the grainy look. the is gonna be good.

one point i think needs som work. the big hole with the wires in it could use a ltittle more detail.
another is the big cradle of filth sign would maybe look better as an old road sign or a section of a shop sign something like that. it maybe looks too stiff to just be a music poster.

Por@szek
05-16-2005, 01:25 AM
Hi all.

I need Yours opinion about the lighting and grain. Here I posting few examples with new, test lighting and grain. First are clean renders out of any antialias or blurs. Clean render + film grain. Second are antialias/blend filter + film grain. Which of them are better becouse I'm confused. On my local forum people mostly said that it looks awfull and it sucks. So I why I need Yours true opinion. I want create the creepy atmosphere of this location (something like on 2 Sh where fog and grain creates very mystic atmosphere) ao I have another question. Is it a good idea to deasaturate a little textures. Make them more "washy"??

Andy H - I really glad You help me in this thread, I apriciate that. Your opinions and advices are very helpfull for me. (thanks God for Andy :buttrock: ). About low - tech... of course You have right but extracts confirm rule. And Your idea about that smudge is awesome. I don't even though of that.

Nibby - You have right about the poster. So I delete it. Now looks much better (next will be music shop :D .. joke ) Anout hole ... I'll think about that, at the moment no idea what add there. Thanks for the comment.

Here are clean renders with no antialias :

http://abandonedland.net/temp/level/16_V/test/1_.jpg

http://abandonedland.net/temp/level/16_V/test/2_.jpg

http://abandonedland.net/temp/level/16_V/test/3_.jpg

and here are with antialias :

http://abandonedland.net/temp/level/16_V/test/1_blend.jpg

http://abandonedland.net/temp/level/16_V/test/2_blend.jpg

http://abandonedland.net/temp/level/16_V/test/3_blend.jpg

Thanks for the help.

zen
05-16-2005, 08:39 PM
Looking good.

If theres one thing i find is that the layout of the floor tiles is way too perfect. The lines are perfectly strait and the tiles are perfectly aligned. It sticks out a bit. It would make a difference to put some imperfection into it.
If the floor is normalmapped, thats even better, because then you can angle the tiles just slightly differently from one another, Not just in 2D but 3D. Slightly varying surface normals will scatter your specular and make a big diff.

Por@szek
05-17-2005, 03:51 AM
Hi there.

I see that my questions are left without answer. Ok, let it be. I fight with light, and if You havn't any suggestions, I'll leave it that. I add few props, but few more will be added, like scratches, some blood or I don't know.

zen - thanks. I saw that too :) I'll create some few more textures with variations of floor, like scratches, destroyed those plates or I'll add some dirt on alpha. I havn't any normal maps in here, at the moment also nor bump or spec. i really think about reason to add them in this location. It looks good without, and would looks worse, when I connect bump with film grain.

Here we go :

http://abandonedland.net/temp/level/17_V/1.jpg

http://abandonedland.net/temp/level/17_V/2.jpg

http://abandonedland.net/temp/level/17_V/3.jpg

http://abandonedland.net/temp/level/17_V/4.jpg

http://abandonedland.net/temp/level/17_V/5.jpg

http://abandonedland.net/temp/level/17_V/6.jpg

utchamp
05-17-2005, 05:27 PM
Hey, looks really neat. ( it is not awful and it does not suck!!)

The anti aliasing really helps the pictures, the other ones look really fuzzy.

One thing that really bugs me about the scene is that there are no lights on the ceiling, but the light shows on the floor. You should put in some lights and make it light up part of the wall or something. You could have some hanging askew or partially connected, and if you wanted a dark hallway, make the light broken or have it flicker.

To create the creepy atmosphere, try making the lights just light up a certain place, like just right around the lights, and make the shadows 'thicker' (the fog sounds like a good idea). Also, put in more destruction. The only thing that is destroyed is the wall, and that is not even totally wrecked (Make a real hole in the wall, make it go deeper even trough the wall and make it really dark if you don't want people to see in there. you could also put in some chalk dust to make it look like it recently happened) You should play with the idea to break parts off of the chair and desk, like the legs or the back, smash the lockers in, make the radioactive barrels leak, something that makes it look like something big and formidable went through...blood would be good.

If you want more props you might have a couple lockers open and the contnets of it strewn on the floor (maybe a blood spattered lab coat and some broken glasses or something.)

One last thing....huff puff... can you fix your dirt on the floor? it looks like the hose is being pinched in a couple places. If you want it to look like it was buried, take the dirt out and have the hose run flat across the floor. Then, put in the dirt and make the dirt flow over the hose in a couple places.

Oh, about making the scene washed out.... TRY IT! that won't hurt anything, if people like it when they see it, cool. If people don't like it, that is okay too.

--------- hope this helps--------:thumbsup:

Por@szek
05-18-2005, 09:17 PM
Hi there.

Two days of hard working and I think I finish the scene.

utchamp - damn it! You are great man. I wrote it for me?? All of this for me?? I'm touched :D .
Thanks buddy for that. I try to use most of Your crits, I hope it looks better now. And I think in few parts it's look a lot better, especially the hole in the wall. Really thanks for advices. you rock man :buttrock: .

And now, some renders ... enjoy:

http://abandonedland.net/temp/level/final/1_.jpg

http://abandonedland.net/temp/level/final/2_.jpg

http://abandonedland.net/temp/level/final/3_.jpg

http://abandonedland.net/temp/level/final/4_.jpg

http://abandonedland.net/temp/level/final/5_.jpg

http://abandonedland.net/temp/level/final/6_.jpg

http://abandonedland.net/temp/level/final/7_.jpg


Thats all. I hope you like it. And next time when I'll create location like this I'll name it : creepy cellar :P
Take care.

ArchangelTalon
05-18-2005, 09:39 PM
Looking really nightmarish now, good stuff :D

Love the almost-flesh ceiling texture.

mindrot
05-18-2005, 09:55 PM
Looks great.

I agree with the tiles on the floor. Lines are too perfect.

One other thing that strikes me as odd is the blue lights. They don't seem lit yeat there is some soert of faint light emitted from them.

Por@szek
05-18-2005, 10:29 PM
Hi there I forgot.
Here is panorama : http://abandonedland.net/temp/level/final/final.mov .

ArchangelTalon - thanks man.

mindrot - whoa, nice to see you here mister Rot :D . About lines on the floor, I try fix that, but slowly I'm tired of this model. And light s ... yellow should be good. Thanks a lot .

AndyH
05-18-2005, 11:58 PM
i posted a long, well written critique with pics to help, and as i posted it, the server conked out and i lost my post! GAHHH!!!

Heres the short version:
.
.
.
.
.

Looks great!
:thumbsup:


sorry....

Hatred
05-19-2005, 09:58 AM
I like it alot! go to the next level :)

utchamp
05-19-2005, 09:38 PM
Looking wonderful man!! :twisted:


what are you going to do next?

johnwoo
05-19-2005, 09:48 PM
Por@szek this absolutely rocks...nothing to crit at all, could easily pass as an environment in Silent Hill..you a fan of the series then?:)...again.....superb work

Por@szek
05-20-2005, 04:32 AM
Whoa ....!!! So many crits ... Gosh ... I'm touched :bounce: .

ArchangelTalon - thans dude. Yes it's a bit nightmarish ... I;m waiting for Your next character :thumbsup: .

mindrot - I was hoping that You come here. So ... nice to see You in here :D . About floor, I'll correct it if I'll have a little time. About the light i change it a bit, but I don't think its a reason to post it. Thanks once again.

Andy H. - LOL - this is the best crit I ever saw :applause: . Cool, I must learn also write the psot like that :thumbsup: .(I really like it )

Hatred - thanks buddy, and next level ... I'm planning it :)

utchamp - thanks man, and thanks for Your comments, they were very usefull (as You see on renders :) ) ... next, I think I'll start new thread after few (maybe more) minutes :twisted: .

johnwoo - nice to see You here too. I'm very content :D . But me location isn't so superb as SH was. But I appreciate this. Am I fan ... I supposed ... yes ...again .. thx.

Da** it. Now I saw that I answer for a part of crits (ArchangelTalon and mindrot). I really must go to a sleep.:rolleyes:

the_podman
08-29-2005, 09:54 PM
Wow! Poraszek, that is some truly outstanding work. I can really see all the hard work you put into this. It feels very solid and the theme is very creepy indeed. Hats off to you..:thumbsup:

One tiny thing I would crit. Actually, it's more of a design thing, but perhaps you should include just a touch of something "organic" in the environment. Like perhaps some sections of the wall that turn from cement/brick to some kind of slimey organic substance. It would help to sell the unfamiliar feelings that Silent Hill envokes which makes it so scary.

Also, have you tested out the environment in a game engine? It would be really easy in UnrealEd. I'm curious as to what the lighting would look like in a vertex lighting environment.
Great stuff.

Por@szek
08-30-2005, 10:47 AM
Gosh dude You are a gravedigger :scream: . Its old and looks awfull. But if You like it ... nice to hear that. The tips with organic elements its nice solution. I will use it in my future projects.
Thanks man. Now I keep thumbs for Your projects ;).

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