Ok, gonna have to go with my favourite traditional artist of all time, John Singer Sargent.
This painting is called Fumee D'Ambre-Gris, and I think it's a nice combination of environment and character, with a lot of atmosphere. Should be fun to attempt.
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Screengrab from Quake4, I have a feeling it's downsizing my textures though...
The model is done, 1100 tris - a little heavy for a mapobject this size, but I reckon I can afford it for a 10,000 triangle scene.
Textures are just a basic GI bake and normals out of Max, I tried to do it in Q4 but Renderbump doesn't like having two close surfaces facing opposite directions (the plate and the wide rim were causing problems). Also the opacity map isn't finished, want to do some more interesting shapes cut out of the top dome bit.
I'm leaving probably about 900 tris on the environment itself, then however much I feel like for the character. Might export an MD5mesh and do a subtle moving "idle" animation for the woman, along with a particle effect for the smoke if I can figure out Raven's particle editor.
Textures are currently 512x1024, completely extravagant I know - I'll probably downsize to 256x512 in the end, it's hard to notice the difference anyway.
the 'feet' really need some AO-ish shadows or something on the plate. it's looking very floaty right now.
Indian_boy: This is just an ASE file (only need MD5 meshes for animating stuff in Doom3/Quake4), it's just a static model inside a quick box map I made in radiant with default textures and 3 lights. I'll be putting together a proper map with appropriate textures and lighting for the scene soon.
Slum: Yep, will be getting to that tonight - I baked that AO pass with the parts separated for cleaner normal baking - I'll do another bake with everything put together for more accurate AO tonight.
Did a floor texture this evening...
Source is 1024x1024 but I'm using it at 512x512 for this to fit the specs.
Here are the maps I'm using in-game (height and local combined in the material stage):
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Still haven't really done anything with the incense burner...
Might just be me, but the upper plate on the brazier looks a bit thick compared to the painting, awesome job though, that must have been a bitch to render
Background wall textures are placeholder, as is the lighting. Just 2 standard Q4 lights at the moment. There's an envmap on the brazier and a very suble one on the tiles too, really has to be seen in motion to be appreciated though.
Also looks better in a dark lighting situation but I'm just using default Q4 envmaps at the moment, will make my own accurate to the scene once I have more stuff in there.
lol. i just wanted to remind about reducing the thickness of the top plate. also, i was wondering if u were gonna fade out the floor texture a bit more?
I'll be using part of the texture budget for a small decal sheet which I'll use to fade out areas of the floor here and there, and add cracks and staining to the walls.
Vassago: Cheers, yeah, the extra AO around the parts that touch really helps - I just did a bake from the lowpoly to get all the major shapes, and multiplied that on top of the highpoly AO bake, so I can tweak the fine detail and large detail separately.
i was wondering: i'm sure that the floor is just a single faced surface [well 3, one for the floor, on for the step, and then one for the raised floor or whatever]. so how did u get the texture to tile? what does ur UVW layout look like? i hope u understand my question? im unsure how to express what i mean.
ie. lets say i had a 10m^2 floor made of one face. how would i get the floor texture [which is, lets say, a 1m^2 tile] to tile itself.
hope u don't mind the intrusion into the thread, just trying to better my knowledge.
this is viewed in Quake4, so I've made the floor, step and walls out of brushwork (brushes are simple primitives that automatically generate UV coords for themselves) - you can apply a single material to each face of the brush, and can set tiling amounts, sizes and rotations - no "UV editing" as such is needed.
I'm only going to use actual models for the parts which need it - ie. the brazier, the woman, and probably the tops of the pillars with the interesting shapes that would be hard to do with brushes, and look better with unique unwrapped normal maps.
To do that sort of thing in Max or Maya all you have to do is make the UVs really big - the bigger the UV map, the more it will tile (basically as soon as the UVs go outside the 0-1 range they start tiling). So having a plane UV mapped twice the size of the 0-1 range, would make the texture tile twice.
i get it.
so basically, in max or maya, the floor texture would be lets say[128px^2] and then the uv coords would just stretch out to 'infinity'. i think i get it. thanks!
Bit more work on the brazier's textures (now 256x512), blocked in the carpet with a quick photochop from the painting, gonna do a normal map etc. for that tonight, make it fit in with the scene better.
Lighting is still rubbish, impossible to get nice soft shadows in Doom3-based engines without baking them in.
Also need to reduce the noise of the back wall texture and try to get it not to bloom out so much in the lights.
Still a bunch of scale/positioning issues to work out. Brazier is still too big, as are the pillars, and it's hard to get the alcove size right... probably will fall into place once I get the woman blocked in.
Also planning on putting some more nice filigree detail into the brazier, some nice raised patterns and swirls.
Looks good, I love the carpet (so far, looks early). And the early shots of the floor tile were impressive.
cheers
Alex