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#36 - Bringing it to life - MoP

MoP
polycounter lvl 18
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MoP polycounter lvl 18
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.

fumee.jpg

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  • IronHawk
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    IronHawk polycounter lvl 10
    Very cool piece MoP. Looking forward to watching the progress on this.
  • MoP
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    MoP polycounter lvl 18
    Blocking out for scale, angles and lighting... probably gonna ZBrush and normal-map most of it, maybe bake in some lighting to the environment on a 2nd uv channel. I'll see how the maps divide up.

    fumee_wip1.jpg
  • MoP
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    MoP polycounter lvl 18
    Bit of progress on the highpoly brazier... still need to put the metal-weaving work into the lid, and do some quick displacement maps for the finer details, then it'll be ready for baking...

    fumee_wip2.jpg
  • Tulkamir
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    Tulkamir polycounter lvl 18
    Looking great man. I really can't wait to see how this turns out. You going to try to keep the painterly style of textures?
  • Em.
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    Em. polycounter lvl 17
    I have a feeling this is going to be really nice, that's an awesome painting.
  • MoP
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    MoP polycounter lvl 18
    fumee_wip4.jpg

    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.
  • Joshua Stubbles
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    Joshua Stubbles polycounter lvl 19
    Great start, MoP. It'll be nice to see all of this in realtime smile.gif
  • indian_boy
    wow! great work so far MoP! just wondering how u view ur MD5 meshes? do u use a model viewer or do u go into quake editor? nice stuff! can't wait to see ur character modelled out!
  • Slum
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    Slum polycounter lvl 18
    nice! this will look awesome when done.

    the 'feet' really need some AO-ish shadows or something on the plate. it's looking very floaty right now.
  • MoP
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    MoP polycounter lvl 18
    Cheers Vassago.

    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.
  • MoP
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    MoP polycounter lvl 18
    fumee_wip5.jpg
    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):
    tiles01_t.jpg.

    Still haven't really done anything with the incense burner... :|
  • mikebart
    thats looking really nice mop, you should try and find a good bloom mod for doom3/quake4, I know theres some for doom3 but not so sure for quake4, it would be nice to see some subtle bloom in a scene like that.
    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
  • MoP
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    MoP polycounter lvl 18
    Yeah I think you're right it is a bit thick, I'll take a look at that tonight. Good idea checking out some postprocessing stuff for Q4, I'm used to working with it as standard in ETQW, maybe I'll port this scene over to ETQW and take screengrabs from work here, since the lighting and effects are considerably improved over D3/Q4
  • MoP
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    MoP polycounter lvl 18
    I think I have some scale issues... smile.gif
    fumee_wip6.jpg

    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.
  • indian_boy
    the girl looks nice. i think she may have some anatomy errors though? just a thought.
    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?
  • Joshua Stubbles
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    Joshua Stubbles polycounter lvl 19
    Coming together great, MoP. The new AO bake on the burner looks way better as well.
  • MoP
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    MoP polycounter lvl 18
    indian_boy: Yeah, I've actually reduced the thickness of that bit already, although I guess I could do it some more - will check again once I've scaled the whole thing down to the correct size.
    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.
  • indian_boy
    ahh okay.
    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.
  • MoP
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    MoP polycounter lvl 18
    hehe, that's ok, ask away! smile.gif
    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.
  • indian_boy
    OH so ur using the BSP thing or whatnot?
    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!
  • MoP
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    MoP polycounter lvl 18
    fumee_wip7.jpg

    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.
  • adam
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    adam polycounter lvl 19
    MoP I think its just the character that'd need the scaling. Leave the rest of your environment as is..
    helping%20hand.jpg

    Looks good, I love the carpet (so far, looks early). And the early shots of the floor tile were impressive.
  • rooster
  • Needles
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    Needles polycounter lvl 19
    Fix the camera angle, it needs to be perfect!
  • indian_boy
    what happened here? it was coming along so great! hoping to see this piece finished some time. maybe not for the comp, but whenever.

    cheers
  • Sage
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    Sage polycounter lvl 19
    Mop I think if you darken your light source a little bit it would match the paintings lighting better, right now it's looks a little to0 bright. You may want to desaturate the color of the light a little or just darken the light map a bit in photoshop with an adjustment layer. I think everything else looks great, I hope you have time to finish this.

    Alex
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