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jevinstudios
04-14-2002, 10:51 AM
Here are 3 finished shots of an interior 3D set design for my studios' short film "Dime Store Genie" (currently in production).

http://www.jevin.com/graphics/room001.jpg

http://www.jevin.com/graphics/room002.jpg

http://www.jevin.com/graphics/room003.jpg

Comments are welcome.

Gilgamesh
04-14-2002, 11:35 AM
Very nice. There is a lot of detail in there. I think the modelling and texturing is pretty good, but I think that you could tweak the lighting and really make it cool.
I would suggest softer and lighter shadows, and play around with some bounce lights to fake all the radiosity that goes on in a room. Also, where's the light from the fire?

ACFred
04-14-2002, 12:02 PM
Hi there,

I like the look of the room and agree that there are some nice base textures. To me, though, the room looks rather sterile. Part of that comes from the fact that it doesn't look as if a person has ever entered the room. The end table lamps are perfectly centered, there's not an ounce of wear on the leather chairs, and the specularity on the bed and floor seem too uniform. I'm not saying throw dirt on everything. I don't come from the school of realism that requires things to look as if they were never cleaned or taken care of. I just think that some of the elements could be less symetrical -- less perfect.

Additionally, the shadows in some of those shots are WAY too dark...black even. Since I know that some renderers will do that to you, I'd recommend just rendering out the shadows in separate passes (as you should with all of the major layered elements). That way you'd be able to control that opacity and add a hint of blue or some other color in them to avoid making them as CG as they are.

I actually like the softness of the lighting you have going on. It reads storybook to me, which isn't bad at all. Just make sure that all of those main lights are throwing shadows where necessary. Sometimes, of course, the softer shadows will be drowned by the brightness of other lights (practically speaking) so it's not always necessary to portray those super light shadows.

Anyway, I know you said they were final, but I hope you'd consider, at the very least, to adjust those shadows before comping it all together.

Alec
alec@community3d.com

Henrik Hörlin
04-14-2002, 12:24 PM
I agree with the lighting.
The ceeling (attached to the roof, spelling isn´t my strong side) lamp shuld give one light cone per bulb. now it looks like you´ve placed one point light near the roof.
Is it possible to adjust the number of shadowrays in your prog? If it does ad some more.
I also think that it´s too brightly lit over all. Lower the ambient light. Let there be shadows in the corners and crevecis of things. If you´re going to change the picture in the future I would sugest you remove the lamps in the corners all together.
Other than that: Nice textures! Nice modeling!!

jevinstudios
04-15-2002, 12:09 PM
Thanks for the great suggestions!! As you can see, I took them to heart and did some tweakin' on the scene. Added some low-intensity spots around the room (diffuse activated only -- no spec) to fake radiosity, and made the room a little more "lived in", as well as did some slight adjustment to the ambient light intensity in the room. Also took out the two standing lamps in the corner (makes the scene softer). Again, really appreciate the feedback......

Kevin

Henrik Hörlin
04-16-2002, 01:56 AM
Allright! You´re getting there!
To keep up the goodharedness of giving you advise I have a few things to say.
But first: What final look do you want? Realistic? Cosy X-mas card? Computergame?
If you´re leaning towards realistic I would sugest you use eight pointlights (os spots) for the lamp and one for the fire and hit the raytracing switch and see what it would look like.
Since there are only two major sources of light in the room, (lamp and fire) and the fire dosn´t spread that much light, most of the light comes from the lamp. Now, the lamp has eight bulbs that are separated at a distance that would make the shadows have blurry edges. In actualety there would be 8 edges slightly ofsetted from each other with a fairly dark "center", but since the scene dosn´t allow much shadows the center dosn´t show much but the edges does.
I hope I´m not obsessing about this light thing.:)
Right now I think you only need to figure out what mood you want and figure out if the shadows need to be realistic.
/More!

jevinstudios
04-16-2002, 09:43 PM
Thanks, Henrik -- your comments and suggestions are greatly appreciated! I like the results of the multiple chandelier lights a lot. As the spots were pointing toward the ceiling, I also added 8 point lights around the chandelier to simulate a real-world lighting effect, then tweaked the firelight spot a bit (which will flicker, of course, in the animated version).

The lighting adjustment DID increase the render time dramatically, but I compromised that by reducing anti-aliasing passes from 9 down to 5 (which shaved off about 4 minutes per frame. The result is a scene that renders between 3-4 minutes per frame -- an acceptable number for my animation plans.

As far as the look of the film, I'm going for two different styles, integrated seamlessly: semi-realism for the real world environments (the dime store, the room -- shown here, and the nighttime street scene), and a surreal/highly stylized environment for the interior of the magical genie bottle. The characters themselves will be stylized as well (a promotional shot of the genie and the bottle was posted on CG Channel a week or so ago.....).

Henrik Hörlin
04-17-2002, 02:01 AM
Glad I culd help!
I just noticed two MINOR details that you might concider:
1) The bed sits directly on the floor using no feet. This is almost never found i real life with "movable" beds. I would place some fairly thick but short legs under there. (just enought for the dust to get under but not the vaccumcleaner.) :D This also makes it harder to see that the carpet is a picture on the floor texture and has no thickness. Make a bumpmap for this.
2) The paintings looks like they are glued to the wall. All paintings lean slightly outwards at the top, giving a slight gap between tha frame and the wall. Unless they are glued! :)
If the paintings aren´t separate objects from the wall, (Bumpmap or a polygon mesh) It might be tricky to get the gap but I don´t think anyone will notice that as long they lean outwards abit.
As I said these are very minor details and if it´s already in the production pipeline...:shrug:
Good luck!

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