View Full Version : 3D Max- Bathroom- need help with color composition
08-27-2006, 10:21 PM
I was working on this (http://i25.photobucket.com/albums/c72/artraider/render233-31.jpg)
and wanted help on how to bring the colors together so they compliment more and composition better, I was taught to look at masters works but never got what to really do. It is going to be a bathroom if you can not tell.
08-27-2006, 10:57 PM
well I think its very brown at the moment, and I can't discern where the light source is coming from. I'd recommend putting a lightbulb or a window in there somewhere to break up the lighting. As far as color, you might want to mix it up with some blues? Try this:
Color Schemer (http://www.colorschemer.com/online.html)
It selects complimentary colors of whichever color you input, its not perfect, but It might start you off in finding a good pallete for this scene.
08-27-2006, 11:34 PM
This is a small up date (http://i25.photobucket.com/albums/c72/artraider/render233-34.jpg)
I added blue and have not added a light yet.
Thanks for input.
08-27-2006, 11:47 PM
Composition? I see no composition.
First of all, stop what your doing and create a camera. Change all the viewfinder settings you want to get your camera cued up properly. Hit Shift-F to bring up the same frames and make multiple angles if you wish.
Work on the basis of a fixed camera point and build your lighting from there.
The other thing that your going to find is that your light is whats going to drive the picture completely. Try working with everything set to a 128,128,128 grey matte material and use the light tracer with metalray to build up an interesting lighting scheme. I would not neglect lighting because even in suttle ways, it can completely transform your image, and perhaps make your textures work against what you originally had in mind.
There are plenty of tutorials regarding lighting and the such, and probably some that ship with Max that are worth looking into. For now I'll leave you with this to look over and perhaps it will help you understand light a bit better:
EDIT: Whoops, missed the fact that this was in the game art section. Silly me :(
08-28-2006, 12:48 AM
would this (http://i25.photobucket.com/albums/c72/artraider/render233-35.jpg)
be closer to what you mean?
08-28-2006, 02:44 AM
its looking good however there are a few things that throw me off. One is the scale on the bath tub - it looks too long and too wide, more so in the isometric images. Second is the tiles and thier scale. You have 3 different tiles from what I can tell and three different scales. This is much like the font / size rule when designing graphics. Too many alterations create an unatural feel. The shower head is way too low and the light source is not defined very well. Overhead can light maybe?
Keep working on it. Start thinking about specular maps as well as the even shine isn't doing it. Do you have any reference photography you have taken?
Best of luck.
08-28-2006, 04:35 AM
I did not know specularity maps too well but did scale the tub and the tiles like you asked and am trying to get better lighting.
08-28-2006, 04:39 AM
my appologies for not posting this with it but it was the update I ment render (http://i25.photobucket.com/albums/c72/artraider/render233-36.jpg)
08-28-2006, 04:45 AM
its getting there. The floor tiles are looking a little stretched and not square. The baseboards as well (dark blue) are strange. The shower head now looks much better. Maybe a nice touch would be to add some rings to the shower curtain bar? Maybe a few pieces of ripped fabric? The tub still looks a little, it might be be the scaled in bottom on the inside. Lastly, really think about the space as a whole, its seem to be a huge bathroom. maybe move the sink closer to the shower, maybe a toilet?
Looking forward to the progress.
08-28-2006, 05:38 AM
I tryed your idea and this is the result (http://i25.photobucket.com/albums/c72/artraider/render233-37.jpg)
08-28-2006, 06:10 AM
its cool to see your progression - its coming along. I'd say fixup the baseboard, do some nice round shower rings w/ just a little bit of fabric (only few inches) and maybe drop in a nasty bathroom rug. You could then put a reflection map on the mirror, and in its reflection show the old light fixture on the ceiling that is your light source. I was also thinking about maybe some water on the floor, maybe a small puddle with some nice subtle reflection.
The floor tiles look much better and the bath tub feels more useable as well.
Keep working on it.
09-01-2006, 02:36 AM
Hello, this (http://i25.photobucket.com/albums/c72/artraider/render233-41.jpg)
is a update to the room, I am not sure what to add to the windows, how to get curtains bent like I have to texture right. Also I am not sure how to get a water effect or furr effect for a rug for example. Any outher critiques are welcome.
09-01-2006, 03:09 AM
vast improvment artraider. Few things - add a few more polys and smooth out the shower head and the tub faucet so they are round, not angleld. Reduce the radius on your shower curtain pole, it looks a little too thick. Add some reflectivity and or specularity to the mirror. In all, specularity will really help the tile and metals shine.
The shower curtain was a nice touch and big improvment over the last attempt. Keep polishing - soon you can put it in your portfolio!
09-01-2006, 03:09 AM
This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.
vBulletin v3.0.5, Copyright ©2000-2013, Jelsoft Enterprises Ltd.