Please critic 3D Background

Started by Reminder, Tue 20/09/2005 19:53:56

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Reminder

What do you opine about this renders:



of my game. I've created them with 3Dmax 5 under a AMD k-6 450 Mhz 448 MB Ram.
I want to improve the perspective...
"With a lot of carefull"

JD

The images aren't showing up here.

veryweirdguy

I can see 'em (although I couldn't earlier, it could be the host).

But I'm not sure how you want to improve the perspective exactly....with 3D images, the perspective is usually correct, well, by default. It can't look warped (without intention), and so all planes are aligned as they should be anyway.

I quite like the first image, looks fairly professional & would fit well in an adventure game. However, I think the second is a little simplistic, and it is difficult to tell exactly what those slanted beams are.

I like the shadows & reflections however. Good job!

Also, I would advise not using sprites like that in the final game, I don't think they fit in well. I find that 2D sprites in a 3D world only work when both mediums are of a similar style, whereas here you have relatively realistic backgrounds with cartoony characters - too much of a contrast I think.

Khris

I was able to see them after copying the link to a new browser window.





Basically, I second veryweirdguy's opinion. Don't use pixelled(sp) sprites with those backgrounds.

Reminder

Thanks, guys! I need a second opinion! ;D
Well, sorry the size of the images...

The second image is now under development. It takes me about 30 min of render ( Damm!! I need a new computer!!!). Ok, I'll improve the stairs and add more objects ( 2 fluorescent lamp, wires...)

And, the perspective... I want to make a perspective that helps the player to  move arround the 3D World.

I want to improve the composition also. I'm studying some classical drawings about the use of the  golden number 1,61803..., well, is like dream to use it in my renders... What do you opine? Thanks!
"With a lot of carefull"

Khris

Quote from: Reminder on Wed 21/09/2005 19:17:15And, the perspective... I want to make a perspective that helps the player toÃ,  move arround the 3D World.
What's wrong with clicking the ground to make the player walk there?
I'm not sure if I understand your question, though.

Paper Carnival

These are very cool backgrounds, but like it was said the 2d characters don't match. Also, the papers on the boards have too much shadow and that makes them look like they're either books stuck on the wall or that they float out of the board.

Quote from: khrismuc on Wed 21/09/2005 19:46:39
Quote from: Reminder on Wed 21/09/2005 19:17:15And, the perspective... I want to make a perspective that helps the player toÃ,  move arround the 3D World.
What's wrong with clicking the ground to make the player walk there?
I'm not sure if I understand your question, though.

I think he meant not to put rooms where the perspective is top-view, isometric etc

jasonjkay

Id probebly do something aboute the floor texture, something looks wrong to me but im not sure what.
http://www.americangirlscouts.org/agsresources/ - Mods, plugins and templates.

He-Man

I also think your is very good. But find/make some characters that match the backgrounds.
One thing that bothers me is the texture of the walls. They are too smoth. This is mostly on the second one. Maybe it would work if you just chnaged the texture on the celling.

Nikolas

about the second picture: Where is the light coming from. It seems to be coming from the ceiling but I don't see any lamp there.

InCreator

#10
1) Quite nice renders, but I suggest using a camera for getting the shot (if you simply rendered perspective view) and messing with camera settings a bit. Well configured field of view(FOV) on camera would eliminate large areas at the front but still keep acceptable perspective.

2) The notes on bulleting board really DO look like boxes, make them more flat, the shadows they cast are really weird.

3) Use more ambient lights! The contrast between exposed and dark areas is too heavy.

4) Add lights a bit of tone, 100% white light doesn't exist in world so a slight amount of yellow (if it's sun/outside light, some other) could make everything a bit more warm.

5) Don't use "metal" shader on fire extinguisher(sp?), use "antisotropic" instead.

6) Think before applying materials. It's like a war of colors out there, no interior designer would use sooo different colors in simple room - yellow box on white wall next to blue sign, next to red extingusher next to brown benches, next to green bulletin board, etc

7) Think about first room, the area where benches are.
The benches are way too low to sit there. But  if they were higher, sitting people would cover bulletin board, so no-one could read what's on board. Does placing benches infront of boards make any sense?

Bradless01

#11
Those are so good!

Reminder

Thanks! I'll put a link with my new render soon!
"With a lot of carefull"

vict0r

Its good, but like i said to other people who make 3d backgrounds, i hope you are making 3D characters too, because it looks rather silly when you have drawn characters on 3D backgrounds :P But the BG's was really good tho! :D

Mordalles

looks great!

im not sure, but if you didnt, try adding a skylight. makes everything look just that much better.

creator of Duty and Beyond

Reminder

Yes, I've tried it but it makes the render time too long for my computer. I'm using the sky light and lightracer  at exterior building tender and the result is very realistic.
"With a lot of carefull"

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