View Full Version : Underwaterthingy
11-17-2002, 11:51 AM
This is a project I started on monday and yesterday Philip Whitfield passed by and made the texturing work for me.
We had lots of fun, the project isn't finished jet but it looks nice to me and I would like to ask you about your opinion.
11-17-2002, 11:52 AM
some other angles:
11-19-2002, 07:53 PM
This is a radiosity test render, Phil has done some more textures...
soon I'll begin modelling the inside!
Please let me know what you think about it, c & c is welcome!
11-19-2002, 10:11 PM
That's very cool :)
It reminds me a lot of the computer game, Riven - the texturing and modelling style is very similar :thumbsup:
The main suggestion I have is to change that small walkway (?) from the black colour that it is right now. It doesn't really fit in with the look of the rest of it - I would recommend going for a nice, old rusty look for it :D
Actually, speaking of rust... the whole thing could probably benefit from a bit more of it! Seeing as how this is an "underwater thingy", I'd imagine that after time, it would become rather rusty!
The glass bit also looks a tad smokey.... Try making it a little crisper, in terms of the glass look of it. At the moment, it's looking a little like worn plastic.
11-20-2002, 01:45 PM
Wow, thanks a lot Leigh.
Yeah, this thing should look really old, I already told Phil to make the textures dirtyer :)
The small walkway is actually intendedly not rusty because it's not a part of the underwater thingy. It has been installed so the underwater thingy can be accessed... that's the walkways story :)
Then, the "glass" wasn't meant to be glass, but plastic... But as you thought it was glass I should really work on that texture to make it clear.
PS. I like your new avatar ;)
11-20-2002, 06:14 PM
NO you didn't tell me to do it dirtier!
You liar ;-)
But I'll do it, as soon as i have some time...
Yes, it is probably going to be a riven like game. A friend of us wants to do that and i think, that's probably a good idea.
Could be fun. :beer:
11-20-2002, 07:10 PM
Oh damn, I knew you would find out ;) NOW DO IT! :wip:
12-01-2002, 11:46 AM
I'm modelling the interior:
What d' ya think?
EDIT:sorry i've lost the image.
12-01-2002, 01:16 PM
Man looks great so far ...I agree it sould be dirtier and the walkway sould be more of a steel grating look ..just curious if you have water in the picture yet...hard to tell.no offence if you do...as for overall design i kind like it with that extra ball below it and stuff ...but its gotta be dirtier..hehehe...Love the stairs...working on a castle right now and i need to do something like that for the towers but more of a ramp then stairs...can't wait to see more posts!!
PS is that a mouse burn on your hand? hehehe
12-01-2002, 02:44 PM
No, actually I' ve not added any water and I do not know exactly how I could add some, if I'll add some... :shrug:
The injury on my avatar is now mostly cured, it happened while skateboarding :)
12-11-2002, 05:51 PM
Here are some concept sketches I made for this model
01-02-2003, 11:42 PM
hey man,great work so far on that underwater construction but dont for heavens sake listen to leigh-shes a silly git (i know her on personal basis and can tesatify to her insanity ) SORRY LEIGH, ha ha.
leave the stairway that black colour, otherwise it will all look the same and very boring.the dark stepping area creates a lovely contrast to the ball structure (i said ball,haha).
also, dont be too hasty adding all that rust unless its really the look your going for-which i can understand if it was structure origionally built for life above the water surface and now finds itself in a watery grave for some reason.however, i suspect that this structure is deliberately built for aqua life and would therefore be made of materials and in such a way that it wont rust.Rather cover it well in algae, seaweed and other sorts of brown/green slime.
leigh however does have a point about the glass-it doesnt look like glass.oh, and the first thing that got me was the enviroment.it doesnt look to good and in my opinion is the real thing detracting from your awsome work.
cant wait to c this project completed.the inside is going to be sweet-be sure to use lots of variety of materials-watch '2000 leugues beneath the sea' for great reference.
'That captain Nemo, hes such a hot interior decorator right now.'
01-03-2003, 06:43 PM
captain GUNDAM: Thanks for your compliments. I agree with you, not too much rust but more algaes and s.l.t.
'Bout the glass: IT IS NOT MEANT TO BE GLASS! Anyway the material I addet to it is temporary.
The enviroment: Yeah, it's bad, and I've no clue how to improve it... any suggestions?
'Bout Leigh: I bet she beats the hell out of you in her spare time :D
01-03-2003, 07:41 PM
Add Fishies! i agree looks like game riven
01-03-2003, 07:58 PM
i think leigh would like to beat me but she's just abit scared she might like it too much.HE HE.
(common leigh-where are you-i was expecting to c u here posting for all you are worth,trying to et me back )
the bkground - make a gradient background (dark brown\black at bottom to med/light blue at top.) then add some fog (linear will do for a start) and a relatively small particle system to emulate small bit of fish crap and other goodies floating in the water. and then if you really need an excuse for a long coffee break-add a volumetric light emulating sun rays penetrating water.
a piece of sea plant floating round here and there might be cool.
all depends on how deep we are and is this ting in the deep blue ocean or fairly near an island,where the water is clear and twinkly and tropical vegetation grows.a coral reef could then be used for instance.
good luck-cant wait to c the next update
01-03-2003, 08:14 PM
Wow all the comparations with riven makes horny :D
Maybe I'm about to finally do something goot at 3D :)
Mister Gundam: It's suposed to be near an island not very deep. All your sugestions 'bout the background will help me very much, thanks! One problem: How do I make the fog so it's not within the corridor?
01-03-2003, 08:55 PM
damb,ive gone and screwed myself with my big mouth,i really need to think on this fog thing....hmmmmm,lets see.
when using linear fog the only way i think would be to render the passage tunnel part in a separate layer which will be placed on top.a bit of a mission but not too bad.
else if u use hypervoxels on points that u place around the outside of the structure but for some reason that sounds stupid to me and will take long render times.
can fog be set on a gradient with distance to camera option ?
im not sure,never tried.ill give it a bash tommorrow maybe, c what i can come up with!
anybody else have a solution????
01-04-2003, 02:12 PM
Your solution with the twoo layers sounds ok, thanks!
Here's another update of the interior.
Does anybody have an idea what objects I could put in?
01-05-2003, 07:57 PM
It's gonna be a bright room :)
This floor will have a bed (I already modeled it), a table to work and a control panel (I started modelling that but didn't like it and will restart with another concept, so it's not on this rendering)
01-05-2003, 09:56 PM
That's looking cool Fabian :thumbsup:
Again, very Riven-esque ;)
For more objects, why not add shelves with books and notes and scrolls and maps and things. Perhaps some underwater navigation instruments :)
01-08-2003, 08:44 PM
I've tried to add atmosphere to the exterior view... :hmm:
It's not quiet what I wanted, but I've spend much time on it...
What do you think? Any Ideas how I could improve it? tnx.
01-08-2003, 08:51 PM
ahh, you made my textures look really nice :p :) ;)
But i don't know the fisheye effect is a littlle bit to much, i know you like it because of all this skate movies and stuff, but...:)
Maybe the volumetric lights could use a less sharp edge and they should be wider the deeper they go, i think, but i'm not shure about that. :hmm:
01-09-2003, 06:13 PM
You think the fisheye effect is too much?? :hmm: I dunno...
It's actually not volumetric light it's a lens effect: ray. I've still no clue what happened with the volumetric light... It took me already so long till I fixed the lens effect settings...
Hmm... It would look cooler with depht of field, but it takes so long to render.... :cry:
01-09-2003, 07:03 PM
the fov is a little too much yes. it makes that thing hanging off the bottom look awkward, as far as the underwater atmosphere... .it all depends on how deep this is... but i think it would be cool to have maybe a few lights actually on it, not neccessarily giant flood lights or anything, but maybe like a blinking light at the top of the antennae
01-09-2003, 08:35 PM
Argh, Lights! Of course! I'll put lights on the passage, good idea, thank you! :beer:
01-09-2003, 09:20 PM
Yes, and get the volumetric light working, i miss it somehow... :sad:
And show me max a little more, i didn't know, that you can do that kind of lightning effect without a volumetric ;) but i still think volumetric would be better.
01-19-2003, 08:45 PM
Not much has changed...
I've played around with the lights :)
Leigh: Do you see the furniture on the left? There's enough space for many books and documents of all tipe, but it looks like I'll have to texture it myself... easy! :D
PS. Sorry 'bout the big image, I was too lazy compress it... :scream:
EDIT:sorry i've lost the image.
01-20-2003, 12:35 AM
very sweet looking
-better camera view
-plastic wouldn't hold very much pressure so i'd stick with glass
-some sort of supply/oxygen "shack" connected to the building, like maybe floating above it or connected directly to it. (if the oxygen, etc is across the bridge, you should add hoses running along the bridge that are obvious to the viewer, and same idea if its in the big thing hanging below)
btw, what is that thing for?
01-20-2003, 12:40 AM
oh and uh...those propellers...underneath it...if they were ever activated...not only would they need an engine and a fuel source but they would cut right through those chains....so make em smaller
01-20-2003, 05:26 PM
Risibility: Thank you very much! :beer:
I'll see if I can make those improvements.
Maybe I need a whole new concepte for the passage. :hmm:
As for the propellers: They're not too big, it's just the fov. Engine and energy source are planned... :wip:
Oh, and it's maybe gonna be a small adventure game, that's what I'd planned anyway. :D
02-09-2003, 02:39 PM
slooooow progress... 'cause there's so much else to do, every me and every you :D
02-09-2003, 07:05 PM
Looks good. I like the design. Are you going for a Myst game style of look? If so I think it would work very well. With just a few touch ups here and there. Keep working, and you'll be there soon.
02-09-2003, 07:29 PM
DevonH: Thanks a lot! Yeah, Myst was my main inspiration I think, the scenes thea are really beautyful thou it was very easy to play (I finished it in 3 days [without any help of course]).
02-12-2003, 08:44 PM
Ok, I'm working again a little on the exterior... argh, I've got some real difficulties with the lights and the sceen takes so long to render... :cry:
while I'm posting this max is rendering... I'll experiment some more with the lights and I think there wil be another update tonight, but I can't promise.
Well, here's the pic... any comments, suggestions?
02-12-2003, 09:25 PM
I'm still working at it... lol, and you know the funniest thing 'bout it? Tomorrow I've got twoo exams! :D :scream: I don't mind at a-aall!
EDIT:sorry i've lost the image.
02-12-2003, 09:43 PM
I think the picture's great, But a little bit to bright. It could use some photoshop tweaking, i think that could be enough. Hey, u know what? I got two exams too tomorrow. But i do mind....
... as much as u do :beer:
02-12-2003, 10:46 PM
last update for today! I'm still not convinced... at all... well... gotta model some fishes... :)
EDIT:sorry i've lost the image.
Hey coco....I like it alot....it's looking very believable to me...I think you've just been staring at it for too long....keep going man....don't loose motivation...:thumbsup:
02-13-2003, 07:55 AM
i was just thinking that (from design perspective) that the color theme may be a problem, i know its under water but because the design is more "cartoonish" you can aloow your self more freedom with details and colors and contrast. i think fishes will be great but know they will steel the show from the structure if you are not carfull.
just a thought
i ll be watching
02-14-2003, 10:55 PM
Remi: Thanks so much! :) That's just what I needet to hear. I really think I may 've been staring at it for too long, actually it's not so bad :D
asela: Yeah! You're right 'bout the colors. I'll see what I can do. The fishes will probably only be little shadows in the background, don't worrie 'bout 'em :)
Thanks for the constructive critique! :beer:
Well, I wanted to make an update but I have no inspiration at the moment... Maybe tomorrow :scream:
02-19-2003, 06:34 AM
Some new objects and I finally modelled the grid (It was just a wireframe before :D )
and another angle:
took one hour each to render...
02-19-2003, 07:24 AM
looks nice but in the room with the stairwell i think there are a few too many cast shadows...
02-19-2003, 12:05 PM
I think the shadows are allright. There are about 8 lights in the whole interiour so they cast a lot of different shadows and the lights are pretty big, too. I have 3 lights in my room and get a simillar effect to the one on the picture.
Maybe the shadows are a little bit to strong. But i guess it would look cool that way with some textures...
02-19-2003, 10:07 PM
blindsleeper: Thank you! 'bout the shadows... I don't know... I like more Phwitfield's point :D but anyway, we'll see when I begin texturing, then I guess I'll have to tweak the lights anyway...
Phwhitfield: Thanks mate! :beer:
More detail work:
02-20-2003, 02:16 AM
I think it is coming along beautifully.
I just wanted to say something about the outside renders. They still don't look very under water-ish. I think it would work better if it had some dense fog. Also, you could use a shadow map to give it that underwater lighting that you get as the sun passes through the waves on the surface of the ocean.
wow that s cool.. great atmosphere you got there!
keep it up!
02-20-2003, 02:29 AM
looks great !
re: the underwater look..what about some
tiny whitish particles in the water
02-20-2003, 04:58 PM
Morlankey: Thank you very much! Do you know a good tutorial on that? I really don't get the fog and volumetric light to work like I'd like...
toce: Thank you! :beer:
daniel_phillis: Thanks! You can be sure to see white particles when I render the scene next time! ;)
Sorry, today I don't have time for an update...
... but I'll be back! :D
02-20-2003, 10:41 PM
have a look at this tutorial:
It's 3d cafe so it must be good!
02-23-2003, 08:16 PM
Argh this... Hmm... First off: Thanks for the link Morlankey Actually it's quiet simple and actually I had already tried that but It seems like my file is corrupt or something because it's an old file I started when I used max4 and brazil. Now I use max5... I had problems since the beginning, but after retrying those settings with volume light max crushed while rendering... trice...
So I wasn't motivated to start max again until today... I merged all objects into a new sceen and performance was suddenly better, yeah! Well, here are some of the images of today:
A dof test:
A lightning test:
And the final pic I came up with for today (dunno why the lens effects arent there...)
02-23-2003, 09:33 PM
When is the animation of it completed? :D
Nice atmosphere you managed to get!
02-24-2003, 09:05 PM
Johra: Thanks! Animaiton?! :argh: Yeah, animations are planned but that will take forever to render...
Well, an update:
Which one do you prefer?
02-27-2003, 05:17 AM
hey CoCo, lovin the work your puting into this. really nice scene going on.
as for the choice, of which ones better.
1) the top one i feel is more realistic, i like the muddy colors throughout it.
2) though this one to me seems less realistic, it does look quite good in its own with the more contrasting colors, and the darkness of the bottom of the image leaves me to think. how far are we really down there and how much further, where as the first one i dont feel that at all.
i started reading through the entire thread and got an idea for lighting problem throughout your tunnel/walk way, but it looks as you solved it
(however if you are still being plauged with not liking it)
I thought that it 'may' look kool if you had floor lights instead, you wouldnt have direct lighting at you, but i dunno i just remember playing some games like that, and seeing it in movies and it looked good :p
either way your scene is really turning out quite well, keep it up man dont stop :-)
03-01-2003, 08:14 PM
Yes. It is turning out nicely. (although my textures are invisible now :p )
But i think the scene needs more ilusion of water. You told me that the UD is not very deep under water. Maybe you could do something like on this picture
Maybe not as strong as on this pic. But I think a little something of a surface could help showing your ideas.
keep on working, man. I'm looking forward to see a textured interiour :thumbsup:
greetings from a place above water,
03-03-2003, 06:10 AM
Looks really cool. Totally reminds me of Myst/Riven. Good job.
03-09-2003, 07:24 PM
mage111: Thank you very much! I agree with your views of the twoo images... leaves me to think how to improve the ambience. The idea with the lights is cool thou I'm happy with the current lights :)
Phwhitfield: Yeah, I was thinking of doing something like that, still gotta look how this could be done and if the surface would be seen from this angle. I will see when I go back to the exterior... Thanks :beer:
AtrusDni: Thank you :beer:
As for the update: I've remodelled the stairs, what do you think?
It still needs some tweaking here and there thou...
There's not much else to model so I'm gonna begin texturing soon ;)
and a hi quality image of the above pic (http://www.fabianhernandez.ch/images/cgtalk/udinnen12.jpg)
03-11-2003, 09:19 PM
03-11-2003, 09:21 PM
That's hot :thumbsup:
Now texture it. :wip:
Can't wait to see it textured :)
03-11-2003, 10:19 PM
:scream: you know I suck at texturing:
But... allright, allright, let's go to work! :D :wip:
03-11-2003, 10:23 PM
YES man! Let's see something. Nice beginning. :)
I'd love to help you, but i can't really texture those kind of surfaces the right way...
But you wont need anybody's help! I believe in you!
Hope i motivated you enough.
Otherwise i'll have to use this fellow: (:wip: ) :)
03-11-2003, 10:31 PM
Maybe I just don't see it, but I think your underwater pics need a little more caustics in them to show the light passing through the waves up above down onto the model. I agree though that it looks very Myst/Riven-esque, and I think the entire thing is turning out great. It's something you don't see very often, like cars and robots. New ideas are always wonderful to see. :)
03-11-2003, 10:55 PM
LordPhobos: Yeah, the underwater scene still needs a lot of work, but at the moment I'm concentrating on the interior. I'll definatly see if I can improve that lightning thou! Thanks for the comparison with Myst/Riven! :beer:
03-12-2003, 07:17 PM
ok, more textures:
03-12-2003, 08:10 PM
He! I'm texturing! I'm really taking the time to make textures! This should be celebrated or something :D
03-12-2003, 08:18 PM
This is very inspirational for me -
03-12-2003, 09:24 PM
still tweaking the wood texture.. :-/
03-13-2003, 07:52 AM
(Courtney.H): Thanks a lot! I'm happy I was able to inpire you :)
I'm really trying to create something people will like.
03-13-2003, 06:55 PM
very cool love the idea
keep up the good work
cant wait to see it finshed :thumbsup:
03-13-2003, 08:11 PM
Hi, great work!. Besides Myst/Riven, it reminds me some Igor Posavec works (most of them are not online now, though... :annoyed: ... http://www.3d-io.com/)...
Beautiful. Keep it up!! :applause:
05-19-2003, 02:44 PM
I'm not dead... yet. Just had lots of other stuff to do, but I'm on it again, so expect more updates soon ;)
digital_demon, fran_saa: Thank you for your kind words :)
05-20-2003, 09:07 AM
05-20-2003, 12:53 PM
look's verry cool (remembering Jule Verne) :thumbsup:
05-21-2003, 02:04 PM
great thing you started working on it again. Looks still promising! :)
the outside is nearly finished, i guess?
I have only one crit. The lens flare is a little too bright, i think. (looks like a photoshop filter...)
do the interiour! :) :wip:
05-25-2003, 04:33 PM
p0lym0rph : Thank you :)
Phwhitfield: Hehe, you're right 'bout the lens flare...
Now to the news: :D
I've made a "trailer"!
length: 30 sec
size: 3 MB
It's a flash .swf file
get it here (http://www.fabianhernandez.ch/images/cgtalk/udtrailer.htm) and tell me what ya think :)
I hope it'll entertain you a little whlie I'm still texturing the interior.
PS. I'm thinking of moving the scene to the surface (without walkway but with gangplank? dunno if it's the correct word...)
Well anyway, what' ya think?
trailer was a bit lame..excellent style to it doh, but a bit slow..maybe thats because I havent slept for two days, I'll check it out tomorrow again :)
Other than that it's all good, dont change it to surface doh dude :)
05-25-2003, 08:25 PM
:D Yeah I know it's lame, but this is a WIP isn't it?
05-27-2003, 07:26 PM
05-27-2003, 09:18 PM
its a bit too cartoon for riven / myst, but the style of the trailer was totaly riven / myst + something scary and evil style which I loved and hope the rest vill be. Either totaly huge widescreen style, or like the trailer. For now the textures look totaly ok, but would look better with alot darker lightning (maybe a bit dark blue/green style..?)
is this for a game, or just a animation where you walk around in the..thing..? :) :thumbsup: :D
05-28-2003, 03:59 PM
Hehe, the thing, yeah, I haven't even found a name for it yet, well, acrually I wanted to make an small adventure but you know what usualy happens to larger projects one makes alone... Let's see how far I can take this ...thing :D
Besides, I'm not really going for a riven/myst style, but I like the style of those games so it's ok if this underwaterthingy has a similar look.
'bout the trailer: I love scary movies :D and I like the 1:1 format
07-15-2003, 10:57 PM
A nice work in progress and the concept looks like fun, you are working it out very nice, keep up the good work and good luck 2 you. !!
07-16-2003, 04:09 PM
01-13-2006, 10:00 AM
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