mansion room - need more details...

Started by ratracer, Sat 06/12/2003 22:01:11

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ratracer

Here's a pretty close to final interior scene...

However, I am not sure if the contrast between the two parts of the room is too exagerated with the moss and all that... Also, I am needing some suggestions in terms of objects to put there (only the card board boxes and wood planks are insufficient I think) ... The ceiling (and the colums) textures is also a bit strange but I didn't have better ideas

In any case, thanks for other C&C...




Also, two other WIP scenes - only I don't know which of the walls looks best...







...

Isegrim

Comments to the first pic: I wish I had your skill in 3D-Modelling! :o
to 2nd and 3rd: I like the 2nd one (b2b.jpg) better. Seems more realistic (at least to a somewhat drunken troll...)
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sergiocornaga

Wow!!!!  :o

That 1st room is really great!
I like the 2nd one more thn the 3rd...

TheYak

I think to fix the first one up, you just need an opacity mask.  The only big prob with it is that there's the sudden line between the moss & tile.  If there's meant to be a step, then that works... you'd just have to drop/raise one or the other or use a significant displacement map.  Otherwise, you ought to be able to change the material properties to become increasingly transparent towards the edges.  Scotch is probably a good source on this one.

Kweepa

What is the purpose of the room?
Dining room, music room, living room? Add (rotten) furniture to suit.

What is the era of the game? Add retrofitted plugs, switches, lights etc.

Since the room doesn't have a picture rail, how about some nails in the wall, and rectangular discolouration suggesting paintings/portraits have been removed?

Also, it seems odd that the rotting is coming from within the house - the side near the windows is the clean side. Speaking of which, shouldn't that tile floor be a bit dusty and scuffed? It seems too highly polished.

It looks very nice, but a bit empty.

I don't think there's anything wrong with the column textures. The ceiling looks a bit odd with a zoomed in marble texture on it.

Cheers,
Steve

PS - Good luck with the walkable areas on that staircase!
Still waiting for Purity of the Surf II

Eggie

That shot of the staircase certainly is vertigo inducing.

ratracer

Thanks for the feedback and for the praise...

YakSpit, I don't understand where and how I should use the opacity map - for the moss, you mean?

The look of that room should make some sense within the plot, but those points some of you make , make me reconsider the logic of what I was thinking of (you see, the reason why the room is like that, is something the mainchar will have to find out)...
Dust in that room makes much sense, I will have to take care of that...
About the rotten look, yeah it's probably too much, compared to the other part of the room, even considering the plot...

Definitely, I will not make an animation of the mainchar going down the stairs (but something like the fade out so much in fashion even for games like Syberia or BS III) and probably will chose different camera angles...
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Nine Toes

Watch, I just killed this topic...

ratracer

3ds max 5 - although I find it tough: now that I am better with lights and texturing, I forgot most of what I learned about polygon modeling (and I still have to try out animation, NURBS, patches and loads of it)
...

tamper

QuoteDefinitely, I will not make an animation of the mainchar going down the stairs (but something like the fade out so much in fashion even for games like Syberia or BS III) and probably will chose different camera angles...

Yes - as nice as these renders are, I'd point out that you'll be using a 2D scaled sprite to walk around these backgrounds so I'm not sure the angles as they are now will work for you.
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TheYak

#10
Yes, I was talking about using an opacity mask for the moss-texture.  If you're using 3dsmax then it'll be in the materials editor.  You can set it so that the outer edges grow increasingly transparent and even do so randomly. Of course, it would have to be done in a way that didn't make the moss look see-through, just thinner in areas.  Like I said before, bug Scotch, I'm sure he'd be an excellent source.. it's been awhile since I messed with Max (Before 4 came out, I think).

Editation: Wish I could explain better but I'm at work too often and haven't had a chance to re-install/dabble-with Max yet.

ratracer

Yakspit: huh, I still don't understand where to use the opacity map (I know what it is and I guess you were refering also to the use of gradients or fallof, but don't understand exactly your msg)...
Do you mean, considering only the moss bits (emerging from the concrete), that the moss should be opaque at the center of those regions and be translucid near the borders with the concrete?
...

James Kay

I guess what he means is to attach a seperate black/white map that indicates the opacity the same way an Alpha channel would do in a 32-bit image (see beginner(s tech forum).

I can't remember where this is in MAX though, somewhere in the texture settings. That way you can have the moss thin out NOT go translucent) towards the edges in interesting shapes and not just cut off in a straight line.

Though I haven't used MAX after v3, I'm pretty sure there are some nice fur options in the later ones, or downloadable plugins. In Maya I would have made the moss using a nice fluffy fur and make it all glistening and wet.



I haven't commented in your images yet: nice!!
You might also want to add chipped areas on the pillars and the floortiles. Use bump mapping for some added effect.
Also, the shape of the shadows seems weird. Is it filtering through a round window? Are you using a spot or a directional light? In these kinds of buildings I would expect large square windows, and thus straight shadows. It looks like the light is filtering through a glass door identical to the one in the back wall, in which case there would seem to be way too much light.
Just some observations though. Looks very nice already.

n3tgraph

I don't know if somebody said this before (I think not as I read the posts very quickly)..

firstly,
great arwork ratracer! you should be on the syberia team

secondly,
if I look at your first picture, the ceiling looks odd, it looks like the ceiling is bending to the far corner in the picture... I don't really know how to describe it, can't find the proper words for it :P, but look close to the ceiling and you'll understand what I'm saying.

greets, n3t
* N3TGraph airguitars!

ratracer

you're right, there's too much light - I'll have to tone down a bit... (the window is a larger "version" of the door you can see, hence the shape of the shadows)
and I see what you mean about the moss (especially on the floor, I guess), although I don't want to make it stick out too much... I'll try out some more...  
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