Bathhouse for techdemo


#1

Here we go… This is for a friends tech demo, just a simple scene with nice lightmaps, pixelshaders for water and normal maps and maybe reflections. Nothing too advanced, just nice to look at when done :slight_smile:

All images are rendered since I can’t be bothered to bake the lighting until I’m done. I can show some screenshots later if anyone is interested.

First test from early december:

Further down the line

Latest images:


And a craptastic 1.2Mb (divx) semi fly-around: http://www.urgaffel.com/ichian/bath001.avi

More to come (the base of the pillars aren’t done)


#2

Hey,
These renders are fantastic! the second from bottom is my favourite. They are so clean! Hows do you get them like that? what renderer do you use? the water is brilliant! The lighting is perfect. Not much critique there but can’t see anythign wrong with it! Good job keep it up!
Finchy:)


#3

Hehe, thanks! You are too kind :smiley: The lighting is the max radiosity engine, rendered with scanline. One direct light from straight above and a skylight is the only lighting in the scene. To get clean-ish solutions, set quality to ~60% and refine iterations to 10 or so. To get really clean solutions, 80%+ and at least 20 iterations will do the trick :slight_smile: And that’s it. Water is just a smoke procedural in the bump on a raytrace material, I think falloff reflections but not sure. Simple setup really…

More texturing coming soonish!


#4

Superb! Nothing really to crit…just saying its beautiful! Cant wait to see the next update.Actually I found something to crit…the base of the pillars, look like they are stretching…doubt it is stretching. But I think it would look better if its a different type of rock…or marble. Maybe a lighter color for it, without the stripes. Otherwise its awsome!


#5

Yeah, I know, I forgot to remove the pillar texture from the base material :slight_smile: Was going to create a new texture for the base but never got around to it, been fiddling with the arches uvs instead heh… They’ll be gone in the next update, I swear! :smiley:


#6

Really beautiful work, Peter! The sense of atmosphere and lighting in these is fantastic. I really get a wonderful sense of the space, and the water is gorgeous! :thumbsup:

The only thing I would say is that a texture added to the walls might add even more to the scene. Perhaps a bit of damage and wear and tear. Really gorgeous work! :arteest:

Cheers, :slight_smile:

~Rebeccak


#7

nice work, water is nice, radiosity is nice, I guess I was thinking the lines on the pillar could be finer and brought closer together, but then I dunno
Great work, nice atmosphere, lets see some more :slight_smile:


#8

hey very nice modeling, textureing, and rendering job. my only crit (and i may wrong in this) is the lights should have the shadows of the window pane (i think thats what they are called)

but like i said before maybe im wrong and light is strong enough to make that dissapear or something.

keep it up :thumbsup:


#9

Very beautiful stuff Peter… really appreciate the originality of the design… and this feeling of space… the mood comes great… of course… more is required :scream: :thumbsup:


#10

nice work fella,

I have to agree with rebecca on the walls though, and obviously, the yellow areas are yet to be textured at all. Abandon it for a couple of hundred years, and I can see it fitting into Prince of Persia perfectly.

Cheers,

-O


#11

U may want to dirty, the textures up everywhere. U want to emphasize that human have been there and have used the stuff there, cool stuff though! give us more!:thumbsup:


#12

Yay, update time! And without further ado, here are the images:



[left]Right, added texture to the walls, pillar sockets and space for paintings/mosaics and a lightmap for fake shadows from the glass :slight_smile: (I know it looks strange, but it’s for realtime use so it will look strange in the end :wink: will try to make it look better though) Uvs on domes are screwed up so they need to be fixed, floor needs a texture and then there’s some general tweaking of everything :D[/left]

[left]Hope you like it![/left]
[left] [/left]

[left]Oh yeah, the black figure standing on the other side of the pool in the last picture is a 1.8m/6’ biped for scale reference.[/left]


#13

damn dude nice job! :thumbsup: one question though, is that going to be a fountain in the middle of the pool? if it is cant wait for the update!


#14

Dude it looks amazing! The pillars are much better now, and the walls make it come alive. One thing tho are you planning on having anything hanging from the cieling? I was thinking you could have large hanging plants…I dont know if that would go along with what you were planning but could look pretty cool.


#15

Peter,

Nice update! Congratulations on your new job ~ I wish you the best of luck. Let us all know how you are doing.

Cheers, :slight_smile:

~Rebeccak


#16

Looking great urgaffel. Really solid update. A few things though:

  • What’s happening with those gold rings? They seem unfinished.
  • Are those shafts of volumetric light polygonal, or rendered light effects? They seem a bit stright up and down to me, i would have expected some perspective on them.
  • The tapestries/paintings on the wall seem a little out of context.

Great work. Keep it coming.

Cheers

-O


#17

Excellent suggestion! I’m going to try adding that and see how it works. Thanks :wink:

  • I was thinking of having my friend add a metal pixelshader to them for the realtime demo
  • Polygonal thingies, they could do with some flare that is true… Will fiddle around with it
  • Temp images :wink:

Not sure, I was thinking of a statue of somekind. Not sure if the engine supports a fountain, and then you have the splashes that need to look good… Too much work for a simple demo. Nice idea though, maybe in the future…

Thanks! I will keep you posted :wink:


#18

Wow! great updates,
The addition of colour makes all the diffrence, the mosaic pictures have great detail. The renders are nice just to stare at. I wouldn’t mind a swim in there!
Finchy:)


#19

This looks lovely. I really want to see it moving. I can imagine all the materials giving off rich glistening reflections as the camera moves around.

I did a similar thing to your shafts of light on a ut2003 map I made ages ago. Even just a slight angle to the shaft changed the atmosphere of the scene. I suppose that would probably make the lights cast on the floor a bit more difficult to get right?

Keep it up :slight_smile:


#20

Yay I have something to post: videos from the bathhouse.

Large one, 11 something Mb

Smaller one, 3 something Mb

Fairly simple video but at least it’s something. Finally fixed the uvs on the domes and the main roof and added a temp texture to the floor.

Any suggestions for the floor texture?

Plants coming soonish :smiley: