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View Full Version : Hospital- accelirated deteriation*crits wanted*


artraider
09-24-2006, 09:04 AM
Clean (http://i25.photobucket.com/albums/c72/artraider/newrender2.jpg)
dirty (http://i25.photobucket.com/albums/c72/artraider/newrender4.jpg)
For this hallway I tryed to show a accelirated deteriation in that I have paint pealing and the celling wearing away and go for a silent hill style to follow with the bathroom I posted before for my demo reel. I want to get crits from this on what to fix. I was thinking of putting alot more focus on the dirty area as it is more intresting or has the most chance to show off life.

artraider
09-24-2006, 09:19 AM
this (http://i25.photobucket.com/albums/c72/artraider/newrender4-1.jpg)
is the render brighter so you can see the texture better if too dark
and this (http://i25.photobucket.com/albums/c72/artraider/veryintrestingcelling.jpg) is what I was trying to go for with the hallway but if anyone had any ideas how to get it to look closer I am all ears.

Testament
09-25-2006, 01:05 AM
Hi Nick,

Since you mentioned this is for your demo reel, I'm gonna try and help you as best I can when it come to texturing.

The first thing I noticed was that the texture were off-scale. They ware too big for the surface size.

Also, try using a larger texture resolution. It seems you're using a rather low texture size for this, wich will make it difficult to express the kind of detail you wan't to achieve. The alpha map you are using for the ceiling seemes to have broken pieces that are way to small, try making larger chunks , as shown in your reference pic.

Don't be afraid to put in a little more geometry in there.

Your walls seem to have a bit too much specularity, a more suttle level would be best, assuming that your surface has this reflective property. And it would allow you to show more details ad you add them in.

Lastly, I'd like you to take a look at your reference image, and look at the wat the the wall deteriorates, gets moss build up and dirt. When you're making your texture try to think of these things, then procede on adding these layers of dirt in the same way. When add something, add it with reason, you'll get a much more beliveable result.

You got a good piece of reference, use it for your advantage :)

Keep it going.:thumbsup:

Squirmy
09-25-2006, 03:28 AM
The beams in the roof are much closer togther in your refrence image. The light source is not established yet. If light is coming through the roof where are the cast shaddows on the ground. The textures are too big as previously mentioned. The floor in the refrence is uneven, not a straight plane. If you can get closer to the refrence then this should be a nice portfolio piece. good luck.

artraider
10-03-2006, 12:01 AM
Link (http://i25.photobucket.com/albums/c72/artraider/render-24.jpg)
This is a update to the room I was doing, I am trying to get it as close as I can to the photo. I want to get advice on how I would get the floor to look alot closer to what you see in the photo?

JimmyMac
10-03-2006, 12:47 AM
Hi artraider,

To get your floor to match up more with the reference image, you are going to need to add more geometry like Testament said. There are a lot of piles of rubble and debris scattered about the floor in the photo. Concentrating on the floor here, it's too flat. Break it up, pull some verts up here and there to make it more uneven. There's a great muddy puddle in there that adds a lot of grime to it. It also looks like a gutter or board from the roof has fallen onto the floor, add that and don't forget the nails sticking out of it. There is a little vegetation in there as well. Just that little bit of life amongst all that decay will give this piece a lot more feeling. Hope it helps and keep it up!

Edit: In looking one more time at the reference image, the hallway there seems a lot thinner than yours. Thin it out and it won't take you too much time to try and fill it up.

artraider
10-04-2006, 03:10 AM
this (http://i25.photobucket.com/albums/c72/artraider/render-25.jpg)
is a small update, I didn't add a grate yet but what I wanted to know is what would be the best way to make the small puddle like you see?

utchamp
10-04-2006, 08:02 PM
What program are you using?? Could you take a plane and add a shader like water to it?? dunno



the textures need to line up.... especially in the hallway with the tiles. It looks really funny right now.!

The ground and cieling looks fabulous now.

CloudSky
10-05-2006, 10:21 AM
The last version of the corridor its a great improvement, try to add some more geometry, only textures looks so plain.

JimmyMac
10-05-2006, 08:26 PM
Looking a lot better! To get the puddle, try to reflect whatever is around it. I am no expert on water by any means, but try following the steps here: http://www.depiction.net/?id=pswatertexture. There are no images but I don't think they are that necessary. In addition to that, grab a bit of the ceiling texture and overlay it onto your chromed water for reflection. That is assuming that you are using photoshop. If not, you might be able to bake or take a screenshot from an environmental texture. I'm not sure, anyone else?

artraider
10-07-2006, 12:10 AM
this (http://i25.photobucket.com/albums/c72/artraider/render-26.jpg)
is a small update, I will add windows and the puddle but trying to think of what to put neer the end of the hallway.

artraider
10-08-2006, 12:19 AM
This (http://i25.photobucket.com/albums/c72/artraider/render-27.jpg)
is another update, I added the pool of water and the window frame and tryed to add in more plants. I will have a brick wall that is colapsing and more overgrown grass and dose anyone have any more ideas or comments?

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