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View Full Version : 3D Interior: Pickman's Basement


jermi
05-17-2003, 09:48 PM
This was inspired by Lovecraft's short story, "Pickman's Model", wherein a guy whose name is Pickman has this basement. I didn't strictly conform to HPL's description, but rather modeled what I imagined. No references whatsoever, except for the lantern. Editing is getting tedious which must mean that this is close to completion.

Max5. Textures with Photoshop, using some max5 textures as base. This rendering with mapped shadows. Final rendering will be area shadows and radiosity (I hope).

I was originally planning on modeling a lovecraftian humanoid monster's hand reaching out of the well. Now I'm thinking it may be too much. What do you think?

http://kotisivu.mtv3.fi/jermi/well/well82.jpg

http://kotisivu.mtv3.fi/jermi/well/well84_wire.gif

http://kotisivu.mtv3.fi/jermi/well/well43.jpg

leigh
05-18-2003, 02:22 AM
Very cool atmosphere you have created :thumbsup:

So far, it's looking pretty good, overall. I can't really think of anything that really stands out that needs critting... The only thing that kinda struck me at first is that the detail in the walls looked at first like low res textures, but I see that they are actually modelled like that. Perhaps a little bit of colour detail around those gouges on the wall would make such extensive corrosion within the walls seem a little more believable. The colour around the gouges is just a bit too clean, leaving you to wonder how such a lot of damage could occur to the concrete without affect the paint on the wall itself.

I think a hand coming out of the well would be kinda cool, but then, I am a sucker for tacky horror :thumbsup:

xynaria
05-18-2003, 02:55 AM
I like the atmosphere of this though it's so long since I read any HPL that I can't possibly comment on it in that context. Main thing I noticed was that the ripple reflections at first looked good then I felt that the liquid looked more like treacle rather than water which I am presuming it is. One area I really like is the side of the central 'cylinder' in front of the door light streaks.. nice lighting touch IMHO. :beer:

ME3D
05-18-2003, 07:53 AM
The scene is looking really good.
I agree with leigh the wall texture could use a higher res probably. Also the wood plank on the bottom right looks great, but the wood slats covering the well are not "popping" as well. So two suggestions on this that could work or lead to ....something
1) a very light light affecting nothing but those slats, and have it really subtle.
2) or try checking the size in the map it could just not be showing the wood grooves as much as it could and the anti alias could be of some help in this as an item to look into.

Hope that helps. Oh, and I would vote for the monsters hand in one and not in one as if it moves into the scene really quickly..

Nice work. Keep after it.

jermi
05-18-2003, 10:52 PM
One day's worth of box modeling at the hand. Add a touch of death and decay with mapping, and this might work. The control mesh on the right and meshsmooth (1st iteration) on the left.

http://kotisivu.mtv3.fi/jermi/well/hand07.jpg

FrageNSTEIN
05-19-2003, 01:13 AM
Forget pickman... this immediately reminded me of "The Ring", the dreamworks horror film, and once that hand is in there it will seem like the ring even more.

You seen it?

Drew

frye
05-19-2003, 05:25 AM
Looks good. I might desaturate the brown tones a little though.

krets
05-19-2003, 06:09 AM
If you are using bump maps on the bricks for the well, you should try a displacement map. There is no specularity at all not he well, perhaps this is the part that troubles the image.
It would break the pattern that I see withing the noise of the displacement/bump.
The brown on the back steps would be better subdued.
The wood throughout is a bit to new.
Your chipped plaster walls really kick some butt.:buttrock:
Good lighting.

jermi
05-31-2003, 07:17 PM
Whoa, sure took a lot of effort to finalize this one. Anyway, thanks to everyone for your comments, I agree with almost everything you said even though I couldn't make all of the suggested modifications due to practical reasons.

I changed the spotlight off-frame to the right from yellow to pure white and tinted the whole picture slightly towards blue. The overall color balance is much better now. The wood textures have a higher contrast now and are slightly desaturated. Maybe still a bit too brown ... oh well.

Improved bump mapping as best I could. In some materials it looks almost too rough now and yet it sort of lacks elevation. Working with bump mapping in MAX in not much fun because of MAX map filtering which makes it all very rendering resolution dependent.

Radiosity was another source of irritation, because MAX radiosity tends to come up with isolated brightly lit vertices. Not even 90% solution quality and 400 refine iterations succeeded in getting rid of those bright spots, so I had to render direct light and indirect light separately, then manually retouch the indirect light rendering in Photoshop and layer it on top of the direct light rendering. Well, the end result looks pretty good.

Here's a 1024x768 downsample of the final 4096x3072 image. (The downsampling obviously loses some of the small bump mapping, especially in the chipped walls.)

http://kotisivu.mtv3.fi/jermi/well/well96.jpg

redmyse
05-31-2003, 07:21 PM
I do not like it as much now that the hand is added.. I would recommend either removing it or trying to make it a little more subtle so it doesn't seem to stand out as much.

Drew

ME3D
06-01-2003, 07:07 AM
Something stands out other than the initial thought that the hand is lightly colored or lit.

What could it be? Oh I would dig a guessing game like this but my patience is already waining so I'll just say it.
The angle of the hand is strange. If this were a monster or a humans arm the arm would have trouble bending down that far if the monster was sitting under tho planks of wood. Now on the other hand the monster could have its back against the well wall closest to the camera. And if so this would be a very cramped position.

So after all of that I believe the hand is beginning to add something to the scene, but should be more subtle. And either place the hand in a reversed position over on the lip of the well. Or move the wooden lid back some away from the camera so the position of this unseen monster seems plausible.

Its coming along. Good to see the changes and improvements!

Beholder
06-01-2003, 07:42 AM
1st, before I ruin this post with a crit...Awesome scene :thumbsup:.

2nd, The hand doesn't feel right. I don't think you should toss it. I just feel it is in an awkward position. :shrug:

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