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psychojohno
11-11-2006, 12:00 PM
Hey. I have just begun work on a project for my portfolio, which is also my entry for a national competition for people, my age group. I havenít had the brief yet but from what I have been told I must create some sort of model and texture it then add a story behind it, so I thought I would start today a model today while I had the spare time! I wanted to do a small project and work on quality not quantity so I decided to work on a small prison cell inspired by photos of Alcatraz. So here some shots :)



Render



http://i7.photobucket.com/albums/y286/dudleystinks/prisoncell1.jpg



Wires



http://i7.photobucket.com/albums/y286/dudleystinks/15.jpg



http://i7.photobucket.com/albums/y286/dudleystinks/14.jpg



It stands at a total of 1331 polygons at the moment.



Please post any crits comments or questions if you have any :thumbsup:

psychojohno
11-11-2006, 06:07 PM
errrm sorry about the double post but i have done a lot of work today so i have some updates.

Full room shot

http://i7.photobucket.com/albums/y286/dudleystinks/18.jpg

One of the textures on the wall

http://i7.photobucket.com/albums/y286/dudleystinks/19.jpg

I have added some extra props

enjoy

HellBoy
11-11-2006, 06:12 PM
Have you unwrapped the walls or are you texturing differently

I personally prefer a viewport shot with Directx than a render :D

Nice man :thumbsup:

psychojohno
11-11-2006, 06:31 PM
Thanks what I did was I created a texture that tiles horizontal for a base and then just added different cracks and dirt making a separate texture for each of the three walls.

Each texture is 1024 loll I know it probably wouldnít be practical in game but I just wanted to have a go at doing some high detail textures like the ones stefan-morell did (thanks for the tutorial by the way Stefan) If in the end I feel the textures could be shrunk down to 512 size then I will but I donít think it really matters.


As for the renders I wanted to do renders because bump maps canít be displayed in the Maya view port. I wanted to do normal maps but I canít even get Maya to show then and besides I donít know how to make them in Photoshop.

But just for you hellboy here is a viewport shot! I cant get the lighting the same colour as the renders though, maya is weird like that :( I know i could get result if i loaded it into the farcry game engine but i wont be doing that untill its done :)

http://i7.photobucket.com/albums/y286/dudleystinks/20.jpg

HellBoy
11-11-2006, 06:40 PM
Reminds me of Rainbow 6 Raven shield :D

Yea, Normal maps are pain in the arse, I am also struggling to get the hang of it.

Maya too is annoying, I'm forced to learn it for this year at uni :argh:

You make me start a new environment project :cry:

keep it, I'm watching your thread

doylle
11-11-2006, 07:02 PM
Oh man, Raven Shield, brings back great memories! :)

I like the overall look (yes, it does look a bit like mp_Prison from rvs), but i think there's not enough contrast in your texture. It looks like the walls are painted in a yellowish color. but the crack in the wall has the same color-sheme. It would be cooler if it would reveal the underlying bricks. (and have a grey or red color sheme)


Also, the contrast between the wall and the floor is to big. The walls look old and dirty, so i would expect some dirt on the floor, and the lower 40 cm of the wall. This should blend the textures somewhat together.
A specular map does miracles, you should realy try it some time, it's not dificult at all, and it realy improves your textures.

GL

psychojohno
11-11-2006, 07:27 PM
Oh man, Raven Shield, brings back great memories! :)

I like the overall look (yes, it does look a bit like mp_Prison from rvs), but i think there's not enough contrast in your texture. It looks like the walls are painted in a yellowish color. but the crack in the wall has the same color-sheme. It would be cooler if it would reveal the underlying bricks. (and have a grey or red color sheme)


Also, the contrast between the wall and the floor is to big. The walls look old and dirty, so i would expect some dirt on the floor, and the lower 40 cm of the wall. This should blend the textures somewhat together.
A specular map does miracles, you should realy try it some time, it's not dificult at all, and it realy improves your textures.

GL

I havent played raven shield so i dont know what it looks like! :eek: Have you got any pictures of this prison level? I was actually thinking of the part in metal gear solid 3 where you get locked up when i did this :)

The textures for the walls are actually white and green but the light i am using is yellow and tints the white yellow, but thats how i wanted it and its also how it is in my reference images. I will add dirt around the bottom of the wall for sure but the ground texture i made is actually an extremly dirty texture already so maybe all i can do is bring down the brightness a bit or make a new one :shrug:

I will try a specular map and see how that goes aswell. Here is one of my reference images for how i wanted it to be. The reall cells are also white and green but as you can see the light changes the colour


http://www.rbrignall.org.uk/photos/mobile/dsc00171.jpg

Gamedev
11-12-2006, 01:11 AM
its coming together. I would say reduce the amount of yellow / orange thats in your light. As well, start thinking about the specularity of your textures and surfaces. The spec maps are really whats going to step this piece up a bit. Good progress so far.

psychojohno
11-12-2006, 10:04 AM
its coming together. I would say reduce the amount of yellow / orange thats in your light. As well, start thinking about the specularity of your textures and surfaces. The spec maps are really whats going to step this piece up a bit. Good progress so far.

Thanks i have done some specular maps for the wall now aswell as changed the lighting. I cant really see the effect my specular map has had i dunno maybe you can! I have finished the texure for the toilet aswell.

Heres my toilet texture (i hope it makes you feel sick! )

http://i7.photobucket.com/albums/y286/dudleystinks/toilet2.jpg

And here is a render with the spec map on, see if you can tell the differnce :(

http://i7.photobucket.com/albums/y286/dudleystinks/22.jpg

Going to sort that floor out today me thinks

ChimpanG
11-12-2006, 10:42 AM
Looking good, i think the green is a little saturated though.

doylle
11-12-2006, 11:12 AM
if you look in the upper right corner of your image, you can see that the texture is mutch brighter, almost white, (well, not realy white, but that's probably becouse your lights aren't white)

The best way to see your specularity is to make a couple of renders from different angles, and see how the light reflects on your textures. If that doesn't convince you, i made this texture a while ago, one withouth specularity (http://img153.imageshack.us/img153/9783/nospecularityes6.jpg), and one with specularity. (http://img153.imageshack.us/img153/9695/withspecularityspecularub6.jpg) you can see a subtle difference, but ingame this make's a huge difference. It make's your texture look alive, if you know what i mean.

oh, one final thing. your light doesn't cast shadows, which make's it look verry odd.

gl

pruvaloo
11-12-2006, 12:07 PM
Yup you can definately tell that the spec map is making a difference - and a good difference too! Brings the walls much more to life. For me, the white part of the wall is great and I don't think it needs any more work. The green part of the wall does kinda stand out at the moment though.


I agree that it could be a bit too saturated, but I reckon once you add some scratches, cracks and scuffs it will look much better.

Also remember to add scuffs and dirt etc to the bottom to break up where the wall meets the floor (I know you'll get round to this, but figured I may as well mention it seeing as I'm typing :thumbsup: )
Keep up the good work

psychojohno
11-12-2006, 06:23 PM
Ahhh doyle I never noticed the shadows werenít working how stupid am I! I have been trying to fix it today but I am a bit of a noob at setting up lighting in Maya so it could take some time hehe. Anybody know whatís up? Iím using a normal point light with default settings but I have changed the colour and increased the intensity I am using the Maya software renderer to render, Also does anybody know why my point light isnít lighting the ceiling?

I can see where my specular is working though and your right it does look a lot better with it! Thanks for the examples.

Pruvaloo cheers I will lower the saturation of the green a bit and add that dirt later.

Anyway I have textured the bed today here is a shot


http://i7.photobucket.com/albums/y286/dudleystinks/29.jpg

One last question. My monitor doesnt pick up dark areas very well and i have the brightness on it up full anyway of fixing this? Do you think it is my monitor or could there be a problem with my graphics card?

LaughingBun
11-12-2006, 07:30 PM
paint over your vertex shading, you can get alot more detail on that toilet texture, right now it looks kind of muddy and blurry, and it shows in your render.

psychojohno
11-14-2006, 01:18 PM
Ok i see what you mean about the colours but what your seing isnt actually what im seing. I just realised my monitor is a complete piece of crap. Now i have seen the renders on another computer i can see they are washed out and completly differnt to how i see them on my monitor. Here are some pictures to explain

This first image is renderd on my computer it probably looks washed out to you and the floor doesnt look dirty at all but to me it looks like how the second image looks to you!

http://i7.photobucket.com/albums/y286/dudleystinks/cell.jpg

http://i7.photobucket.com/albums/y286/dudleystinks/CELL2.jpg

I'm annoyed lol

Synthesizer
11-15-2006, 06:03 PM
Good start so far :)

I know the feeling of having odd monitor issues, so I bought a 20" widescreen LCD :D It definitely helps to go to another computer to see how things are looking. Something in between the two would be best. The walls are looking great, although the green does seem a bit too saturated, and the detail is lost on that part of the wall. The toilet's detail does get lost, maybe try adding more contrast? I love the wrinkles on the bed sheet, maybe add some to the top blanket as well. The three different coloured window bars are a bit distracting to me, usually things like that are fairly similar. Can't wait to see more :)

psychojohno
11-16-2006, 07:54 AM
Hey thanks for the comments again. Everything has been fixed and the lights and textures are back to the way i wanted them to look now i have a new monitor! I lowered the saturation on the green but i need to fix the toilet texture so thats the next job. The thing about the bars is they are supposed to be painted white but be rusty have another look in the video then tell me if you still think the same :)

Video
http://www.youtube.com/watch?v=Q4gBUBNZOdw (http://www.youtube.com/watch?v=Q4gBUBNZOdw)

So heres a list of what i need to do lol please feel free to add to it!

Texture the shelf, sink and light fixtures
Add more props (books, magazines, news papers, posters and rubbish)
Get the wall textures to blend in with the floor textures where they meet

Sorry about the poor quality of the video youtube seems to have ruined it but i dont have a site or anywhere else to put it at the moment :D

Faust_Dagon
11-16-2006, 12:44 PM
I would personaly make the green more pastely, seems to saturated. Like the ugly type green you see old schools and stuff painted with

Gamedev
11-16-2006, 10:24 PM
its still a bit dark to be honest. Its looking better though I do have a few suggestions -

the cell bars have far too much bump on them. The overall surface looks decent, but the bump is out of control :). Black black shadows are also a no. Under your light properties adjust the shadow color and / or the density. I realize you have already unwrapped your toilet, but for such a small scene you could get away w/ a nice round bowl. The blockyness of it just ruins the scene. Same goes for the light fixture. The texture on the bars on the window are a bit strange to me. If there is rust on one of them then I would assume there is water somewhere and that that water would continue to drip down the wall and create rust stains. Just a thought.

Over all, its looking good. The bed is well done though if you want to take it up a notch try creating a wool like surface w/ the blanked using a slick normal map.

:thumbsup:

psychojohno
11-19-2006, 11:08 AM
Thanks guys! Another update.


Thinks I have done:


Reduced the bump on the bars
Rounded the toilet a bit
Rounded the light fixture
Textured the sink and the toilet roll
Changed the shadow colour to a dark blue (what colour should I have?)

I wanted to make normal maps for this project but I cannot find anywhere that shows me how to make them in Photoshop and I have Maya 6.5, which doesnít support normal maps :sad:

I need to add some junk to it to make it looked lived in next. I am thinking books magazines and posters but i am open to suggestions


http://i7.photobucket.com/albums/y286/dudleystinks/30.jpg

http://i7.photobucket.com/albums/y286/dudleystinks/31.jpg

psychojohno
11-24-2006, 06:20 PM
Decided to start a corridor. Its very early so far but here is a render! I have been messing with lighting a lot trying to learn how to render nice in Maya I am trying to get a fairly well lit corridor with light beams coming in through the window and the sky lights but i am having trouble, so if any one can help.



http://i7.photobucket.com/albums/y286/dudleystinks/cell-1.jpg

LaughingBun
11-24-2006, 09:20 PM
if this is supposed to be for a game whats the point in creating a render with advanced lighting and things?

psychojohno
11-24-2006, 10:10 PM
The reason I am playing around with lighting and "things" in Maya is because I wanted to do something along the lines of this with high def textures. I also want to learn how to render a decent scene in Maya.

http://forums.cgsociety.org/showthread.php?t=356482&page=10&pp=15 (http://forums.cgsociety.org/showthread.php?t=356482&page=10&pp=15)

You say that my lighting is too fancy to work in game but I believe it would be possible for me to do it as I have been able to create pretty decent lighting using the far cry game editor and in the end I will try and match lighting by importing into the editor.

Besides this thread below has the sort of lighting effect that I want to get and he has done it using the source engine!

http://forums.cgsociety.org/showthread.php?t=429910&page=2 (http://forums.cgsociety.org/showthread.php?t=429910&page=2)


Hope you guys donít mind me linking to your threads they are just great examples of what i am going for!

Synthesizer
11-24-2006, 11:13 PM
Link away :) I think it could be ok to do it in maya, if you don't do anything too crazy. The lighting in mine is baked into the textures, maybe you could try doing that for yours. It might be easier to make a second UV channel to bake the lighting into, to get more onto one sheet, that's how it works for Source. The models are vertex lit, I think there is a way of baking that in Maya as well. If you don't want to deal with that, just sticking to point, spot, and direction lights with Dmap shadows should be good, and maybe try doing the lightfog with sprites.
What sort of trouble do you feel you're having? Maybe post your light setup.
I'm not sure how Far Cry works, so I can't help you there. I find most realtime lighting in games to look pretty bad, as you don't get any bounced light, and usually really harsh shadows.

broli4000
11-24-2006, 11:58 PM
It looks ggod. Give us a new wire with the polygon stats. I dont know about the whole lighting thing, but it looks good as a beauty render as well.

Look forward to seing the finished product!

psychojohno
11-25-2006, 10:26 AM
Sorry yes the wires

http://i7.photobucket.com/albums/y286/dudleystinks/22-1.jpg



Total poly count of everything including cells corridor and props is 6946 polygons



I have achieved the lighting I was after now. I just have to think about what sort of texture I should be using for the corridor walls now! So if you have any suggestions



http://i7.photobucket.com/albums/y286/dudleystinks/prison2.jpg

psychojohno
11-26-2006, 07:02 PM
Double post

Small update! Changed the floor texture I went of that. Wall texture for the corridor done, you canít see it that well but I have added damage where you can see the brick. I think I will add some lights on the walls to make the wall texture more visible. I am not happy with the railing around the stairs so thatís next to change, I think I will make it a nice high poly cast iron fancy railing instead. Finally I made a radiator.

Enjoy

http://i7.photobucket.com/albums/y286/dudleystinks/prison4.jpg

HellBoy
11-26-2006, 08:58 PM
wahahay, I'm liking it :)

are those cracks modelled, because I think theres a texture way to get that effect without poly wastage

keep it up man :thumbsup:

psychojohno
12-05-2006, 03:45 PM
Thanks hellboy if you are talking about the areas where the bricks are showing yes they are modelled but they really donít use up that many polys and I cant get normal maps working with Maya 6.5

Anyway an update.

What I have done: finished the radiator and pipes, finished my hanging lights, changing the lighting again, finished the doors, change the floor texture again! Finished the stairs.

I have 2 things left to do, texture the windows and texture the taps for the sink



Please post any comments or questions you have

http://i7.photobucket.com/albums/y286/dudleystinks/1.jpg

http://i7.photobucket.com/albums/y286/dudleystinks/2.jpg

http://i7.photobucket.com/albums/y286/dudleystinks/3.jpg

http://i7.photobucket.com/albums/y286/dudleystinks/4.jpg

blacker
12-05-2006, 04:59 PM
Just personal preferences really.

The yellow light seems a bit warm for this environment. I'd make the light whiter and/or bluer.

I've also gotta say, I liked your daytime setting more. The nighttime setting is still well done, but it feels REALLY claustrophobic and tight. I realize it's a prison and it's probably supposed to feel that way, but it seems less real without at least a little bit of light coming through the window. Maybe if you just added some moonlight it work work better?

Dupikus
12-05-2006, 06:43 PM
it's really gooood

"I wanted to make normal maps for this project but I cannot find anywhere that shows me how to make them in Photoshop"
well that's not a problem it's quite easy if you're using plugins (from nvidia or ati(ati's plugin is the better one :) )) you just have to click few times
if you want to have more control you can do this by panting in channels (rgb) it's also easy but more timeconsuming.

"and I have Maya 6.5, which doesnít support normal maps"
that's the problem :/ :)

Gamedev
12-06-2006, 01:39 AM
Its certainly coming along. I think blacker's comment about the warm light is spot on. Blue would give a much colder feeling. Right now I wouldnt mind taking a nap there :). The floor spec needs some work, the entire surface looks very similar. Use your spec to show off the grout, stuff that maybe has been spilt, scuffs, things like that. Also, the 'Y' pipe on the opposing wall of the cell looks fake as all hell :) Stick w/ straight pipes of varying sizes and nice 90+ degree bends. Also think about where the bars meet the ground, the railing meets the ground, toilet, etc. These would be areas where we would see some build up. Work on blending the surfaces so they don't look so stark.

Stefan-Morrell
12-06-2006, 02:50 AM
looks nice:thumbsup:

i'm curious about the railing beside the stairs..the two bars forming an 'x' shape,the centre of those bars(where they cross each other) might give you some z fighting issues,where you have two polys sharing the same space & fighting to be viewed.
off-setting one from the other will cure that & also make them look a bit more detailed.
there's also a couple quads down by the door that could easily be made into tris,

nice atmosphere you've got going here..keep it up:)

psychojohno
12-06-2006, 08:10 AM
Gamedev, About the pipes, i copied them from an image i seen but i will try what you suggested and see how it turns out. Your right about the bars meeting the floor could agree more I will get to work on that! I think I will make some dirt decals to put over thingsÖ

Thanks Stefan, all of the thing you mentioned was on the old wires they have changed now! And the railing doesnít cross now; maybe you missed the latest images? Anyway I have to thank you for your texture tutorial it has really helped me out and you inspired me to start this

broli4000
12-11-2006, 06:08 PM
could you give us a shot of the radiator on the far wall maybe with some wires too? I have been wanting to do a radiator, but not too sure how to go about it.

Looks great!

psychojohno
12-11-2006, 06:57 PM
Sure broli here you go.

http://i7.photobucket.com/albums/y286/dudleystinks/radiator.jpg

it is 824 triangles, i wont show the texture as it sucks and i need to do a better one! Probably not the best radiator ever but you get the idea :D

broli4000
12-12-2006, 12:48 PM
It may be simple but it works. I always see them, but no one ever does a shot of them. And they arent the easiest thing to model correctly within a poly budget.

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