Too Uniform- (NEW EDIT) !!

Started by DCillusion, Fri 01/10/2004 08:26:01

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DCillusion

http://www.2dadventure.com/ags/NewBath.png

I took everyone's ideas, and tried to implement them, except the organizing the tiles due to Boyd's & Darth's suggestions.  Tell me what you think.

P.S. - I'm still working on the mirrors, and I haven't addressed Intermalte's question of the gravity-defying sinks yet.

- I keep posting because I'm trying to get it right.

Thanks for the Help ;D

You can view the original pic here:
http://www.2dadventure.com/ags/bath.png

MrColossal

Um, rerender that with much more light...

I can't see anything and can barely tell what is in the image.

I'm sure it looks great if I could see it
"This must be a good time to live in, since Eric bothers to stay here at all"-CJ also: ACHTUNG FRANZ!

sedriss

By the time you read this you've already read it.

intermalte

The image is still very dark.  Now we can see the three sinks but the wall behind very dark especially in comparison with the floor. In reality the wall near the lights would be the brightest, then the top sides of the sinks while the sides would be in shadow.
To get a better result the light range should be smaller. Some particels near the light source would make it more realistic.
I can see reflections of the sinks as if the whole wall behind them would be a mirror. This is stange. A tiled wall would not reflect this way due to the fact, that it is not really plain. Maybe you can adjust this by bump mapping.
The sinks are ok but how are they attached to the wall?
if your grandmother or any other member of your family should die whilst in the shelter, put them outside, but remember to tag them first for identification purposes

James Kay

When tiling make sure your UVs are clean. The floor and the back wall have cut-off tiles at the bottom/side. This is not how bathrooms are usually tiled. Make sure there is a row of whole tiles around the edges.
Otherwise, same comments as above. The light is wrong. The lightbulb is too dark (it looks to be off). What are those black boxes/shadows on the floor? Can't figure out what's casting those.

What program are you using?

DCillusion

#5
Thanks everybody,  thanks especially to Intermalte.  I kept turning up my brightness so people could see it, but I didn't realize the lighting errors were more complicated than their brightness.  I used to work at an office at night, the bathrooms only had safety lights, (until you hit the main light switch), and the back wall looked like a mirror to me, (I'll turn down the reflection since the effect doesn't seem realistic),

To James Kay - I hadn't even noticed my UV's, and I'm glad people in the CL forums are so perceptive.  I use Cinema 4D; which has a very realistic shadowing system.  Those spots on the floor are from the sinks.  I think the reason the shadows look weird to you is because the lighting is off.  If I fix this, it will probably look better.

- I'm just getting into 3D art.  I seem to have a knack for it, (meaning it's coming easy not "My Art is Awesome"), and I'm going to need all the help I can get to use it in Rogue Saga

BOYD1981

actually, tiles are done like that most of the time, you don't start off putting one tile in a corner, you place it somewhere on the wall and go from there, unless you get made to measure tiles that will exactly fit your wall, same goes for wallpaper, you never start off at a corner, the only time i've ever seen tiles or wallpaper do that is in games...
but the tiles on that wall do start flush with the edge of the wall, if you want it more realistic you should move it, also, try adding more variation to the sinks, you don't really notice that they're the same (they look beat up, but they also look as if they've been beaten up the exact same way) as the image is dark, but people can always adjust the gamma on their monitors...
apart from that, nice pic

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Darth Mandarb

I always thought you marked off the center of the room and started placing the tile from there?

I sure hope I'm correct 'cause that's how I did BOTH of my bathrooms here! ;)

I don't have much to add to what's already been said.

I think it's off to a pretty good start.

I used to do a lot of 3D modeling years ago ... I keep meaning to get back to it someday.

DCillusion

You should get back to it, Darth.  Anyone who's worked with 3-D imagery in the past needs to take a fresh look at it.  You'll be amazed at how much easier it is to get commercial quality art than it was even a year ago.

James Kay

Quote from: DCillusion on Fri 01/10/2004 22:16:10
You should get back to it, Darth.Ã,  Anyone who's worked with 3-D imagery in the past needs to take a fresh look at it.Ã,  You'll be amazed at how much easier it is to get commercial quality art than it was even a year ago.

This is true BUT it is also more difficult at the same time. It's easy to get semi-realistic images quite quickly, but with semi-realism all the faults get "magnified"/more noticable.

Your recent edit is a lot better, but the shadows of the sinks are still wrong. Lighting a scene is a very difficult thing to do correctly, especially if you're using a renderer that doesn't do radiocity.
You'll notice most bathrooms have very diffuse lighting. This is because they are usually white or light coloured, which reflects the light all around the place. So a light above a sink would indeed cast a shadow like that, but when the light reflects from the opposite wall, the ceiling and the floor, that shadow will become very diffuse, and usually not noticable.
So I'd say try to get rid of those shadows as much as possible without losing too much of the contrast.
(Don't know Cinema4D myself, but in Maya I'd add a lot of low-liminocity point lights and a few area lights to simulate reflected light effects - but then, the Maya rendered isn't particularly good).


Also, add more detail if you can. For example, the U-bends underneath the sinks dissapear right into the wall, through the tiles. Usually there'll be some cut-off there, or a ring or something.

It's starting to look really nice! Keep up the good work!

DCillusion

#10
Cinema 4D does have an excellent global & vertex radiosity engine, but that leads to other problems.  I, initially, converted all my textures to the HDR format; then sent it through C4D's advanced radiosity renderer.  God, it looked real.......too real.  Unless I were to use actual human beings, my characters wouldn't mesh.  No matter how hard I tried I couldn't make my characters look as real as my background.  I had to use for volumetric radiosty, (most radiosity engines only support vertex radiosity).  Although I am, generally, happy with the results.

P.S. - To be fair, Cinema 4D is not designed to make video games, it is designed to make movie special effects, (where artists often have to make their images mesh with live actors, not match images to CG characters).  A program like Lightwave or Maya (designed for gaming), use lower-colour radiosity engines & would probably work better.

DCillusion

I didn't think about this before, but  the lighting might seem wrong because it's volumetric & bouncing off things in the room that aren't visible in the picture.

- If this is not true, I appologize, but this may have something to do with it.-

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