3D Cabin

Started by Oaran Rustic, Sun 05/09/2004 17:38:09

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Oaran Rustic

A cabin scean im working on for a upcomeing game...





Oz

Looks pretty sleek, which in my opinion is the problem with pre-rendered backdrops (at least those rendered in worldcraft, radiant, etc). They tend to get very naked, cold and empty. Since you don't have to worry about the frame rate, I suggest adding as much detail as possible and perhaps use an image editing program to add some extra touches to the scene (smoother shadowing perhaps). Hmmm. But it's a good start! :)

Diversity is divine!

stu

not bad..
the texture scale on the trees is way too big... you need to tile it much more, no tree leaves are THAT big. that can kinda' be said for most of the textures there, but it stands out most on the trees.

also, try making the trees appear more random.. in height and shape, atm they look too uniformed.

i personally feel that the window frame is too thick, but i guess that's just a style preference.
try image-googling for cabin, and copy the style of it. you might want to add a path or something as well..

Privateer Puddin'

Looks more like a 3d render rather than a halflife / quake map to me..

Oaran Rustic

... who said it was a half-life/quake map anyway???

I know about the window, its just temporery till I get a good texture for it same go's for the tree texture.

Privateer Puddin'

Quote from: Oaran Rustic on Sun 05/09/2004 18:10:50
... who said it was a half-life/quake map anyway???

well...

Quote from: Oz on Sun 05/09/2004 17:46:23
(at least those rendered in worldcraft, radiant, etc)

worldcraft = early quakes / halflife
radiant = quake3 ownards, perhaps quake1/2 too?

Oaran Rustic

Sorry, reading too fast, I thought it said WARcraft, which still doesn't make sense once you think about, my bad

ghostface

I think it looks really good, but as everyone said...change the trees...ok?
I think this looks a lot like Asphoria: Hidden Threat, with the graphics and all...http://www.agsforums.com/yabb/index.php?topic=16316.0
cool
"I wish I could say something classy and inspirational, but that just wouldn't be our style. Pain heals. Chicks dig scars. Glory. Lasts forever."

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Oaran Rustic


stu

ah, MUCH better..

the texture on the house, (not the door or window) is still too large, other than that, good job.

cause you don't have to worry about framerates, i think you should add more detail on the trees, they still look kinda' fake, you need like bits of bush/leaves/twigs sticking. they look flat.

maybe just pulling out a few polygons from the cones will do the trick...

Relight

The lighting is too yellow, no matter what lighting you may be trying to create. If something is yellow-lit, it's not just bathed in yellow. Of course, you didn't say what you wanted commented on specifically, so maybe you already knew that.

Oaran Rustic

I ment for it to be that yellow. Its kinda more for the mood it creates than anything...

Edwin Xie

If it is yellow, I recommend changing the sky background.
Moving at superhigh speed getting to the planet called Earth. But it is boxed in white......thing.....

Moox

Why would you change the sky background if its yellow, in my oppinion, the sky and the yellow tint fit it quite nicely, I just think the window is out of preportion.

LGM

IT reminds me of www.activeworlds.com ...

I dunno if this will work for an adventure game, but it pleases the eye. I'm not really keen on the tree textures, though
You. Me. Denny's.

InCreator

While geometry is pretty nice, textures suck as hell.

1. Trees. If it's made with Radiant/Hammer/whatevernotreal3dmodellingprog, draw texture by yourself or get alot darker one somewhere. Lettuce on pine trees is nothing I'd call real. If it IS done with some 3d modelling program like 3ds max or blender, etc, see if the program supports maps with transparency (alpha channel?) and you'll get much better result.
Actually, You can use transparent sprites with 3d level editors too, you just have to mess a little to align 2d sprites onto tree instead of putting 3d cone there. Later, you may duplicate the completed tree and make whole forest.

2. You could consider more tile'ing the house wall texture on y... wait, it's Z!-axis. And maybe use some drawing program to make it darker + reducing contrast.

3. No tree can grow on rocks. No forests base on rocks.

Apart from that, it looks like an interesting and lovely background.




Isegrim

for trees there is an even better way: http://www.treemaker.nl/
And for the ground and the wooden planks: use harder bump maps!
Otherwise it's pretty neat... Keep it up!
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Oaran Rustic

InCreator, You seemed to completely miss my update!

I am using anim8or at www.anim8or.com and I  am planning to use transpericy maps. The reason the trees look so odd is becouse I neverment for them to be realistic, but now that the detail is getting higher I think I may change them.

Why wouldn't it work for an ags game? It looks fine to me.

James Kay

Trees are difficult. Don't sweat it.

My comments:
1. The yellow light *is* odd. If the sky in the background was slightly more purple/yellow it could be explained as a sunset. But at the moment it looks like there is a very powerful streetlight just to the right of the frame.
Which may be your point, actually. I don't know.Ã,  ;)
2. The textures on the cabin are a little big. Those are some BIG planks of wood!
3. The window and door are stuck on. You'll see in most structures they are "cut out" and the door is either on the same plane as the wall or slightly sunk into the wall. (NITPICK!)
4. Try to add some contrast (either in lighting or in a paint package) in the shadows. It's all a bit diffuse at the moment. Some nice dark areas under the trees and something to seperate the ground from the building a bit.

These are just pointers. As it stands it's not a bad image though!Ã,  :)

Evil

I dont know what you guys are thinking. I love those trees. Not some much the one in the forground, but the background trees are great. The trunks are a little too big, but the trees really give off a, I dunno, sort of a Wallace and Grommit kind of feel.

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