does my bg look good?

Started by Shade, Wed 12/04/2006 18:49:00

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Shade

i am not quiet satisfied with this but in my opinion it looks quiet ok. please tell me if i am wrong and give me suggestions on how i can improve my bg. thx

in the morning:


at night:

Anghellic

it looks good. Lots of detail. Only the light looks weird , like it's not at all coming from the lights it selfs.
<<<< look at my lovely bubble ^_^[/color]
One night I dreamt a white rose withering, a newborn drowning a lifetime loneliness

Afflict

Ill expand on what Anghellic said...

Day Screen

*The cactus looks like its emmiting light (hence the shaddow above the fire extinguiser)
*There is some unknown source of light right infront of the bookcase
*Wierd light at door on right of pic
*Theres another source of light in the bottom left of this picture by the waste basket/desk
*I think there should be more lighitng on the metal thingies on drums
*The table tennis net needs brackets on side
*and there seems to be no shadows  :-\

Night

*Lighitng once again like everything in day (as above)
*The lights at the ceiling seem to only radiate light on to the ceiling... As all other lighting there in day with lights being off.
*Amount of light on the heater would surely indicate a strong light source that would light up the window frames too and cause some glare/reflections on windows?

General
*The room is very busy on the left and very empty on the right
*The chair has no support beam on the back of it. (low)
*Carpet is very thick and doesnt fit scene quite right at that angle/size
*Not sure if windows have blinds but there is a blinds handle on side? Should be closed at night?
*Flag is wierd, no flag will look like that when its hung usually the corners are pined up in it draped in the middle...

Changes I would of made IMO

*No handles on waste basket
*chess board half played
*Give table some drawers
*Have space under desk to put legs if i really had to sit there.
*Desk also to low IMO

Ok so thats it for now

Keep up the good work

Afflict!



aussie

Is the flag back to front or am I missing something?

The rest looks good to me.
It's not the size of the dog in the fight. It's the size of the fight in the dog.

http://www.freewebs.com/aussiesoft/

Afflict

ONly in amerrica ausie.. only in america  ;)

aussie

It's not the size of the dog in the fight. It's the size of the fight in the dog.

http://www.freewebs.com/aussiesoft/

Shade

alright. i tried to follow the suggestions and here is the result (i hope it's better now):




Anghellic

looks a bit better already  ;) just wish i could paint overs on 3d BG's
<<<< look at my lovely bubble ^_^[/color]
One night I dreamt a white rose withering, a newborn drowning a lifetime loneliness

Afflict

Um yeah much better just confused why there are lamps now in corners?


Shade

thanks for the replies.

well the lamps are there because the light has to come from something. in the first bgs the light out of nowhere looked a little bit weird so i put some lamps in some points.
this room should be a little shop and now it has some lamps more to sell ;)

but is the light now okay (except some missing shadows)? are the proportions alright? and would you add or leave out something?

thanks for your feedback.

EldKatt

If you really need light sources in the corners, perhaps they should be in the form of some sort of floor lamps? Call me conservative if you will, but I for one would not place a table lamp on the floor.

Also, I especially agree with Afflict in that there's a lot of stuff on the top-left half of the room compared to the rest, which to me gives a somewhat uncomfortable lack of balance. Also, every piece of furniture in the room appears to be at an oblique angle compared to every other piece of furniture. If there's some kind of thought behind that, you may ignore this point, but it looks a bit disorderly to me. I'd rearrange some furniture if I were to live there.

All in all, it looks good, though.

Afflict

You make me worry by saying that the light has to come from somewhere???

Well maybe your just not using th eright lighitng in the first place. That your trying some more alternate lamps.

Anyway the new pictures your night pic the lights are not on... ???

Seleceus

Daytime pic would have entriely different light sources than the night.  Send more light in from windows, doors, and foreground (window outside of view?) than your lamps.  Then use only your lamps for the nighttime shadows.  The difference will be quite dramatic.

Rather than placing the tablelamps on the floor you might add an electrical outlet and plug-in night light, under the fire extinguisher.  It would certainly make more sense for the amount of light, as well. 

The lamp in the forground can be omitted entirely, in my opinion.  That far forward the light can come from an imaginary point without distracting the eye too much.

Keep up the good work Shade.
Insert cliche here  ->         <-

Shade

thanks again for the replies. here are the new versions. and i also made a quick logo. tell me how is it now?






Gregjazz

What renderer are you using? The lighting still looks quirky.

Try using larger sample sizes for the shadow map settings, it'll give you a cleaner, sharper look to the shadows, rather than the blurry ones you're getting now. The materials look as if they have some sort of ambient lighting or something. They're all illuminated, even when they're in the shadows.

The wood at the moment doesn't look like it has a finish. The would could stand to be a shade darker and have that shine that wood finish gives.

Overall it seems like it's mainly material/lighting work.

Modeling-wise some of the stuff has too sharp edges. Increase the detail on some of that stuff (example, the drumset)

Composition-wise try moving it so that the desk (with the chessboard), the wastebasket, and the pingpong table are all in the foreground (and make them really dark, like silhouettes).

fertoff

hey
the bg looks nice, but it has room for improvement.

i would recommend you a coupple of things...

1)use GI in your renders, remember they are not rendered in real time...
2)work on the textures. they shouldn't look tiled. they should look as if you designed each and everyone of them
3)bump map! i can see some in the walls if i'm not wrong, but a high res bump map can really help to add detail. You can also try displacement maps for high frequency details, but why bother...
         3)a)you can also consider using opacity maps, for example to texture the basket
4)regarding the light, you can add the effect of a lightbeam going through the window to give it a nice warm feeling.
5) regarding the lens distortion....i don't think its gonna work with prerendered/hand drawn sprites....basicaly because the sprites won't deform accordingly to the lens distortion

other than that, good job! keep on going!
see ya
Never spend more than 20 bucks on a computer game.

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