View Full Version : Fantasy pic
Used XL 7 and PS for color adjustments :)
Stu.http://www.slouchcorp.batcave.net/scene.jpg
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squidinc
05-29-2003, 01:45 PM
cool :) looks like some sort of temple you might see in films like indiana jones, only thing that I'd change on the texturing side of things is maybe make that gold look more bashed up, just some subtle wear and tear :thumbsup:
nice the background looks a bit weird. If you had ozone or something that would rock, that and the stone work above the head seems to perfect. the angles look like they are exactly 90 degrees maybe bevel slightly.
but quite nice.
flingster
05-29-2003, 09:50 PM
any chance you could try making the floor tiles a bit smaller then they wouldn't dwarf the wall and figures...would be worth trying....can always put it back if it doesn't look right either. also i think a higher camera angle would give a better sense of scale...again maybe worth a try.
other than that...like this sort of stuff...like watching your posts as the subject themes seem to change a lot to keep it interesting...eg fantasy, painting, beach etc...
:thumbsup:
Kotayus
05-29-2003, 10:15 PM
i like the how you can see the tiles, yet they are dirty, great touch :thumbsup:
Thanks guys :thumbsup:
Squid - ya I agree,thing is there is quite a bit of grime and I found that the lights cut through and give you a nice metallic surface,or it looks way to grimy and non metallic :hmm: ,maybe some more experimentation would help :)
Cheers Fling - Ya had smaller tiles,but each tile area got to around 2m a piece {thats the smaller back areas},I didnt even try the front area.The other thing I found was that when I went to rotate and angle the tiles it was a nightmare to get all the polys selections just right :)
JIII - Might have a nosey at ozone,I do have Terragen though :) That stone design has a few areas where it does not have traditional four sided polys,and I tried bevelling and cutting and moving the middle rown of points,but it looked crap so I didnt bother.
Kotayus - Thanks. Heres how you do that dirty tile touch. Make your SLA tiles shader the way you want,now copy it into a hue shader,copy the hue shader to a fusion and paste it into the top and bottom positions,now add a mask and use say turbulence 2d noise and crank global to about 160 - 180 or above and play around with the low key high sliders,next open your top shader and using the lightness slider move it back so the tiles become darker.You now have nice dirty tiles.......much quicker rendering then dirty nuts as well,and you can fuse all sorts of textures together to make grime :)
I was going for a semi rundown look,might make it ancient now :)
Stu.
VestanPance
05-30-2003, 12:35 AM
Can't see it...broken link....:thumbsdow
:hmm: hmmmm.......I can still see it ok VestanPance.
Anyone else not see it?
Stu.
AdamT
05-30-2003, 01:08 AM
I like the composition and modeling a lot, but I'm not too crazy about the surfacing:
* the columns are too shiny. I'd tone down the specular/reflectance a lot. Also--my mantra lately--some Dirtynuts would do wonders in place of that large-scale noise in the color or defusion channel. I'd also lower the scale of the bump material.
* I don't like the horizontally stretched bump on the short wall. It's also too shiny.
* I do like the floor tiles, but I'd reduce the scale a lot to make it less toy-like. Same goes for the wall tiles.
* The skulls and rings on the gold doors look too big, which again throws off the scale a little;
* There are too many sharp edges on the lower wall and on the big window in the back wall. Bevel is your friend!
* Some subtle volumetric light would look really cool coming through the window.
* If not, some haze would add to the sense of depth.
Keep working at it, 'cause it can be a really great scene!
VestanPance
05-30-2003, 02:12 AM
So sad..I would really like to see it. It isn't by chance hosted on Slouchcorp's site is it? I couldn't get to his webpage either. Perhaps you could post a link for me.
Thanks.
Originally posted by AdamT
I like the composition and modeling a lot, but I'm not too crazy about the surfacing:
* the columns are too shiny. I'd tone down the specular/reflectance a lot. Also--my mantra lately--some Dirtynuts would do wonders in place of that large-scale noise in the color or defusion channel. I'd also lower the scale of the bump material.
* I don't like the horizontally stretched bump on the short wall. It's also too shiny.
* I do like the floor tiles, but I'd reduce the scale a lot to make it less toy-like. Same goes for the wall tiles.
* The skulls and rings on the gold doors look too big, which again throws off the scale a little;
* There are too many sharp edges on the lower wall and on the big window in the back wall. Bevel is your friend!
* Some subtle volumetric light would look really cool coming through the window.
* If not, some haze would add to the sense of depth.
Keep working at it, 'cause it can be a really great scene!
Ya the columns look like polystyrene,I know :) Thing was I had spent ages painting a rock map for them in PS after ripping the columns UVs in BP3d.I had the color right,and I liked the diffusion,but then I ended up with a light rig I liked which didnt like the color map for the columns,plus the render took about 20 hours on my small machine so there was not much I could do about afterwards,I do however think its specular is to wide as well as to high,and I need to darken the color map more yet.
The short wall is another area I had trouble getting a nice mapping on because of the way I ripped the mesh in BP3d,but I will fix it :)
Ah the tiles again I agree,thing is they are all modelled and have no bump map.Believ it or not when you are selecting the tiles in poly mode they seem pretty damn small.I tried smaller tiles but modelling them became prohibitive.Am not a huge fan of bump maps for tiles etc,but I think I will give it a go regardless.
The skulls and rings I missed completely,cheers for that :thumbsup:
Manged to fix the window {new broken version} I used smooth shift followed by normal scale,bevel was not working properly for me because of some of the angles.
Volumetric lights and some haze,:hmm: hmmm maybe some Bhodi fog?
Cheers for that Adam :thumbsup:
Oh ya excuse my punctuation etc,its something I used to be able to do well,but I cant anymore :)
Stu.
VP when I post the new version I will post it at Renderosity as well so you can see it :)
Stu.
alienesque
05-30-2003, 01:40 PM
hi:) ..id also say that the perspectives not quite right..looks a bit like a toy scene..should look imposing..otherwise..cool
squidinc
05-30-2003, 03:10 PM
Originally posted by alienesque
hi:) ..id also say that the perspectives not quite right..looks a bit like a toy scene..should look imposing..otherwise..cool
I agree, pehaps with a lower camera angle, sort of pointing up a the face it could look more scary
I think its really the pillars when have you seen pillars that look like that?
our natural instinct is to think that pillars are no more than say, six feet across. so even though the pillars are supposed to be like 60 feet across. We are refrencing from memory that they are 6.
which makes the whole scene kinda minature looking.
Ya the camera angle I can happily change :)
The pillars :hmm: ...nah they have huge fluted pillars or columns like that in Greek architecture and in Egypt also.I think its the bump map and the polystyrene look that makes them look small.You can actually see the bumps easily so therefore they cant be huge columns at a distance,think thats what it is.
Stu.
put the camera right along the ground, looking over someones shoulder so you get a bottom of the grand canyon look to it.
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