Hello all!
EDIT: Changed what I was doing for this project. I decided to test how much textures affect the change in mood of a room. The lighting, particles and mesh as well as placement will all be the same. The only thing that changes is the texture.
This is what I have done so far:
All the meshes that I have made so far in 3ds Max
I have two textures that I am thinking about revising. I am not sure what I should do to them.
I was thinking about adding trim around the door in this one.
I was also thinking about modifying this one, I keep changing my mind about the brick.
A little scene I set up in UDK to test the meshes
I have a milestone tomorrow, so over the weekend I was busy adding some clutter, particles and some touches here and there with lighting. I have some polish stuff I can do and some small clutter items I wanted to add, like herbs, wooden spoon. I was thinking about adding a tapestry as well.
The one glaring problem I am having are the walls. From doing a little research, i think a custom light map can fix it, but I am not really sure how to go about making one in Max.
Any suggestions would be helpful!
Also: here are my plans for the other room. A sort of dark fantasy dining hall.
More to come soon!
Replies
Looks good so far though! I really like the lighting and the detail on the chair is a nice contrast to the simplicity of everything else.
But take something like simple cylindrical window, for instance, and you can make these:
Don't model and then try to force another design/style on your object. Think of shapes that fit in different styles.
Don't get me wrong. I like the idea of making 1 environment into different atmospheres, and might even give it a shot myself. But I feel that the concept should be pushed a lot further.
If you're only going do do two styles, go for medieval-ish and scifi or something. Make a hearth that can also be a hologram, or a painting that works as a TV. Make the candleholders in such a shape that they can work as coatracks, or maybe some sort of water/drink tap. Go nuts and push boundaries.
For my dark fantasy dining room, I have a couple things that I have been working on this week but I would like some suggestions on direction.
I just started working on the stone texture for the inside of the fireplace. I think that is the direction I want to go with it but it doesnt really scream 'dark and creepy'. Also, the cauldron and coals and holdovers from the last texture.
The red sections are stuff I haven't touched yet.
The back of the stained glass window from the high fantasy room is becoming a tapestry. I was thinking about making the front a painting or maybe a stretched trophy hide of some sort.
Critique and suggestions are most welcome!
So I took off working on this for the winter break. When I came back I changed my mind about what my other room would be. Instead of like a 'dark fantasy' I decided to do just a really weathered version of my first room. See what would happen. I really dig it so far.
Also, I added another element to get from one room to the other. A sort of faked mirror portal thing. You see it in the first shot. The weathered version looks like this:
Basically you would through it to get to the other room, and the reflection in one room reflects the next room.
Any input regarded making things awesome and bringing this to final stages of polish would be great!
They've been doing this since the beginning of 3D. That just blows my brain.
Better than yet another "modular level construction" thesis. Dunno how aware you are but a lot of courses make every student produce a thesis of some description, and in many fields such as this there's just not much new to do.
Also most large surfaces should be repeating tiling textures.
There is a huge amount of black in the lighting. It's making things look very muddy and dirty. You're killing the textures as a result.
Speaking of the textures all of them almost are lacking depth. The color choices are all over the place. Spend some time developing a color palette. All the textures are very loose. They need some level of refinement.
All the textures are noisy too. You need to have some that are a bit more bland so to speak. The bricks next to the wall paper and the shield is too much. My eyes hurt looking at it.
Turn off the SSAO on the UDK shots too. Or tone it back. That's a huge pet peeve of mine at least. I think in this day and age it's neat but you need to subtle with it.
There's potential here but you need to really refine this a lot. I would honestly throw out the textures and start back at getting the modeling reading well, do some temp lighting, then UV map things properly. Then dive into the textures.
I will try some different UV techniques in the future, because I do need a lot of work at it. I am really just look for advice on how to make what I have better. I'll be working on the textures that I have in the first room since I did them a while ago and they need work. I'll be updating later in the week.
Self-fulfilling prophecy there. People won't read the paper because it's not innovative.
Also, my shadows will get lighter when I build production lighting.
@Jeff and Chris: My friend showed me a few things I could do to tile things better. I hadn't really thought about it before. I will definitely try that on the house I am working on right now.
TBH my school treats our thesis just as a formality for the program. Everyone usually just does something that adds to what their portfolio needs. I had never done an interior before, nor lighting or particles so I saw this as a challenge for me. What I am actually testing is to what extent textures influence the change in mood of a room. So in this, everything is the same: particles, lighting, and placement of meshes. To clarify, this is student work. I've only learned modeling in the last year.
TLDR: I'll update in a couple days when I get some things done. Any other suggestions from a polish standpoint would be helpful.