Bathroom - Bathtub

Started by Unknown_Terror, Tue 06/02/2007 14:17:20

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Unknown_Terror

Hi guys, i'm working on the bathroom & Final room of the house my character lives in, after this i can work on the world and other places,

I can't put my finger on it myself but i'm sure the bathtub has something that needs doing to it, apart from the Taps etc... any ideas guys?

Thanks

"To Live a Perfectly Normal Life, You Must Accept The Fact That Life Will Never Be Normal"

Babar

The perspective is very weird too look at. Like an optical illusion where you don't know if you are looking from the top or the bottum.

If that is how the whole game is, then....what about a sink? A toilet? Towel rack? Mirror? Soap-holder-thing?
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Unknown_Terror

#2
Quote from: Babar on Tue 06/02/2007 14:28:45
The perspective is very weird too look at. Like an optical illusion where you don't know if you are looking from the top or the bottum.

If that is how the whole game is, then....what about a sink? A toilet? Towel rack? Mirror? Soap-holder-thing?

Most of my rooms look this way when they are empty, but after i've added the things you mentioned it usually looks normal anyway.

No what i mean is the Bathtub on it's own, it needs something, maybe a re-shape/re-size something like that.... I've looked at pics of them on google images butÃ,  i didn't see any at this angle, and before you say it, the bathroom in my houseÃ,  is too small to get a good angle.

EDIT: Actually i see what you mean about the angle now... Maybe the floor is too big. But it should make sense when i add the sink to the back wall
"To Live a Perfectly Normal Life, You Must Accept The Fact That Life Will Never Be Normal"

Khris

The main problem here and the reason why the perspective looks so odd is the top-down texture of the floor.

Another thing is the bathtub clashing with the perspective. The tub's back end should be at least a bit narrower than the front end. The back wall is about half as wide as the front wall in this view of the supposedly square-shaped room, so especially big pieces of furniture have to reflect that.

MadReizka

What is up with the gray fog around the room?
Use some blur or something with it or something, looks quite bad :P
The tub needs some work too, since its made from 2 colors and the other parts uses many many more.
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monkey0506

#5
The near end of the room is actually physically wider than the far end of the room. Also the right-hand wall is physically taller than the left-hand wall, not to mention the fact that it bows in (i.e., it doesn't stand straight).

Presumably these defects aren't actually intentional as it throws all ideas of perspective out the window. In order to draw things in this room, you would have to actually calculate the correct perspective first, then draw the furnishings for the room, which would then seem misplaced due to the irregular shape of the room itself.

That's why the bathtub's perspective seems off, because it is. Even just looking at the tub at normal size you can see that the lines don't match up. For instance, look at the floor of the tub on the far side. It would have to make a drastic change in its direction in order to match up with where you've drawn the outer wall meeting the floor. Plus, the left hand side is actually leaning outward (toward the wall), while the right-hand side is leaning in (toward the inside of the tub).

As for the floor, it appears as though you've taken a picture of bathroom tile, straight down, and tried to apply it without even considering the difference in perspective there.

It's an interesting picture at first glance, but if you expect any level of realism, the perspective needs some major work. If I've been too harsh, I apologize, but honestly, next to nothing in this picture actually lines up properly. :-\

[EDIT:]

Khris posted before me, but I didn't notice his post as MadReizka also posted before me. And he's right, though he seems to have missed the fact that the room itself is misshapen.

As a matter of fact...the near end of the room is approximately 212% as wide, and 114% as tall as the back of the room. Odd measurements, but then (to be consistent on something at least) everything should maintain this scale...which obviously...it doesn't.

nulluser

#6
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Unknown_Terror

#7
Thanks for the criticism guys,

No apologies needed Monkey, I knew something was completely screwed up with this room. The rest of the rooms in my game at least look normal. Don't know why i even messed this one up to be honest, just half asleep i guess. But i will sort it out.

I might add this game isn't meant to be creepy but for all you know the bathroom could start melting after you turn the taps on, which by the way it won't, it's not meant to be all nice and sweet fluffy bunnies either. Somewhere in the middle. Sort of like, A Normal day turns into a really annoying one because of certain cirumstances like Big Sudden Changes in the Law. Don't want to give too much away really.

I'll just start this room from scratch. It'll be alot easier than editing things and getting lost.
So thanks againÃ,  for all the pointers guys.

Monkey, could you tell me more about the scaling of Front & Back walls.Ã, 
You mean if the Back wall is 100 Pixels wide, then the front should be 212 Pixels for example? It doesn't help that i never used this rule, I usually just guess. Which is probably where i went wrong

Finally....For that grey spray outline around the room, Well i added that for no reason at all, I thought it looked better than just complete darkness surrounding the room, Maybe i will figure out something better instead in the future...I'll have a look around for some typical ideas.

EDIT: Wow, i just compared my bathroom to my other rooms, which is something i didn't look at before, I realise that the floor is messed up completely, The bath is actually the size of the other rooms floor space, which is Huge...I think i got some major measurement issues here hehe. My eyes must've been like really weird this morning when i made the bathroom.
"To Live a Perfectly Normal Life, You Must Accept The Fact That Life Will Never Be Normal"

Da_Elf

bathrooms and kitchens were always my favorite in arch viz.
http://www.elfpro3d.com/AAAltman/Limegrove/loft43.jpg

ps love dolphins as well.
pps love eating dolfin as well (hehe. dolfin is a fish not the flipper type which isnt a fish)

monkey0506

#9
Regarding what I said about the scaling...no. Well, yes actually, but that just makes things insanely difficult to work with. It would be much easier if you scaled the width and the height the same, i.e., if the back wall is 150x100 then the front wall could be 300x200 (at a 2x scale).

Also, keeping your vanishing point in mind will help you to properly line things up.

IMO starting over at this point would be an excellent thing to do. Good luck and I do hope to see the finished product on this one. :)

[EDIT:]

I've been a bit concerned myself about telling you about vanishing points and perspective and whatnot when really I was confused myself. But I worked out this image that shows some of what I've been telling you:



When I realized that the vanishing point would be the same distance from the back wall as the front wall was, it was really quite simple. This has been a wonderful learning experience. HOORAY! :=

nulluser

#10
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Unknown_Terror

Yea cheers monkey, i've seen many diagrams like that in the past before they are really handy to work from. I just got a bit lazy i think. Well it was early morning when i drew the bathroom, 'cause like i said my other rooms look fine.

But this will help other people who read the post who don't know about vanishing points etc. So thanks.
"To Live a Perfectly Normal Life, You Must Accept The Fact That Life Will Never Be Normal"

monkey0506

I too have seen similar diagrams before, but searching the intarweb I couldn't find any... :-\

Plus it's more educational to force myself to teach myself. ;D

Khris

Quote from: monkey_05_06 on Wed 07/02/2007 19:46:31When I realized that the vanishing point would be the same distance from the back wall as the front wall was, it was really quite simple.
This is a misconception.
The room you depicted is much, much deeper than wide.

(Perhaps I've misunderstood you but it sounded like you wanted to draw a cube.)

raddicks

#14
Quote from: KhrisMUC on Wed 07/02/2007 23:06:12
Quote from: monkey_05_06 on Wed 07/02/2007 19:46:31When I realized that the vanishing point would be the same distance from the back wall as the front wall was, it was really quite simple.
This is a misconception.
The room you depicted is much, much deeper than wide.

(Perhaps I've misunderstood you but it sounded like you wanted to draw a cube.)

I think the problem lies in the fact that perspective has a limit by what can be perceived by the eye!

Take the example of this hastily prepared image



1) The difference between the cubes, one barely gets away with it, the other suffers the problem of seeming 'flattened' for being placed so vertically down (in a one dimensional sense)

2) beyond perspective, I'm not sure what the correct limit is but a rule of thumb is to never let the the diamonds left and right corners exceed 45 degrees

3) Vision - what can be logically visible from two vanishing point examples. You never see a checkerboard deviate like a sausage vertically? horizontally it doesn't matter because the horizon line is endless.

the vanishing point example by monkey is a case where the perspective exceeds the acceptable level of vision. Probably because the square is presented one dimensionally and doesn't 'pivot' from the vanishing point (360 degrees wise)

EDIT - I know the example is poor but I hope the explaination isnt worse :)

Da_Elf

thank goodness i work in the realm of 3d where i dont need to worry about perspective

Unknown_Terror

Quote from: Da_Elf on Thu 08/02/2007 02:52:53
thank goodness i work in the realm of 3d where i dont need to worry about perspective

Amen! I've done alot of 3d modelling and it seems somehow easier to calculate in my mind than 2d perspectives.
"To Live a Perfectly Normal Life, You Must Accept The Fact That Life Will Never Be Normal"

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