awesome work on the chair and progress so far. only thing i would really point out is the edge of the broken concrete is really rounded and pillowy and kinda just curves around. i would add some harder angles to it to make it look more like shattered/broken concrete. should look awesome with metal framing in there.
I think however that you could add some perpendicular rebar bars. Also, i think that the walls could use some horizontal support beams as well, if these are wooden ofcourse (looks metal tho), whats striking me the most is that the actually wall surface looks weird... like something made out of one solid piece. Hard to explain actually.
I think however that you could add some perpendicular rebar bars. Also, i think that the walls could use some horizontal support beams as well, if these are wooden ofcourse (looks metal tho), whats striking me the most is that the actually wall surface looks weird... like something made out of one solid piece. Hard to explain actually.
keep up the good work.
Thanks for the crits always appreciated!
I have some perpendicular rebar its just hard to notice.. I was going to make it more pronounced in the lower levels, and should look at why its not pronounced enough on the top level.
For the support beams they are wooden, I still need to do a material pass on it. The reason I don't have any horizontal supports except for the top and bottom plate is from my framing research you do not see them a lot. I guess I should add some regardless since you have brought it up, just want to make sure it will not ruin the visibility inside the rooms.
Lastly I know what you mean about the walls. I think the biggest issue is I have yet to do a nice chalky material for the edges like drywall would have, then go back and add some nice alpha torn paper edges to get more depth and variation on the "damage".
Thanks again for all those observations I will make sure to address them as I am grinding away!
Looking great so far guys! As you mentioned adding some geometry to the edge of the concrete might really push the realism. In this pic you can see how between the two layers or rebar there are large chunks of concrete that did not fall off with the broken section. So maybe if you make some various sized concrete chunks that can be placed throughout your rebar or placed on the ends as if its still clinging onto the rebar. It may help make that ragged edge more believable.
This is shaping up pretty nicely, one thing that sticks out to me is that large nice smooth cut that is right in your face, i would really love to see some more of that cracked and falling off sort of concrete goodness up close, instead of such a almost unaturally smooth curve there.
This is shaping up pretty nicely, one thing that sticks out to me is that large nice smooth cut that is right in your face, i would really love to see some more of that cracked and falling off sort of concrete goodness up close, instead of such a almost unaturally smooth curve there.
Earthquake I agree 100% I am waiting to see what machinery/props we put down there before I add the chunky goodness.... That way I do not block any important machinery.
So far this piece is looking really good guys. Only one thing stuck out to me at your current stage. The cracks on the broken floor with the rebar look a little noisy. I assume that is because you are hitting them with temp lighting. Maybe go for a larger cracked texture that would be more defined from your camera distance? just my .02.
Some of those bars need 'blobs' of concrete clinging to them still. Also if that top floor 'went' then it would have smashed down on the floor under it, and that one under it... ect... Might extend an I beam or two upward and show some rock/cement/tile clinging to -it- too.
Lastly if you would add some slight color to each of the walls/floors to differentiate. IE. The top floor has a faded maroon stripe running along the walls; the floor under it has two thin, faded, blue stripes.... ect.
This is looking really good so far. I'd like to see what kind of props you're going to add to the scene, just to remind us what this place used to be in better days. Great work on the chair, too.
hush we talked about this.. the end result will be fine....
It is a bit noisy now but we want it semi to come across the biggest issues is I have not properly messed with the mip levels in the engine (currently it is not mip-mapping). That is the last step once we have everything in...
I don't think the noise is just an issue with filtering/mipmapping. There's a lot of of white sharp specs that probably shouldn't even be there considering it is stone/concrete.
Not sure if I can make my point clear with this image, lol. Basically the specs create crazy contrast and they are spread out all over the place = noisy.
Kawe,
I guess I am not understanding contrast does not translate into noise. High contrast photography has a jump in levels like this all the time. Just because some items have a high spec highlight does not make the noise you see.
The biggest offenders I believe are lack of mip-mapping and AA filters. Which again will be fixed in the final product. I also have some items uv tiled too tightly like the close concrete chunks that make it seem noisy. I will have to go back and fix those items as well!
Err yeah... levels have nothing to do with specific noise. The levels is what's called a Histogram in photography. That shows percentages of light and dark in the overall image. That small spike at the end just means there's pure white in a few areas, that's it.
Oh, I never said that contrast translates into noise. Contrast is good for many things. One of them is bringing focus to the image. So like I said.. contrast spread out all over the place will make things noisier. That's of course not the only cause but I wanted to add to them cause I hate environments with all those pure whites spread out all over the place.. it's like the "next-gen" of 5 years ago.
Just a disclaimer: No, I don't claim that levels tools will normally tell you if your image is noisy. However this time all the contrast is just random splotches everywhere created mostly by spec. The contrast isn't something that seems to have been used to create an interesting image. More like a byproduct if the lighting as well as a very bright specular (that doesn't even make any sense) on the material.
So my opinion is that you should kill the spec and add contrast and interest in some other way.
If I'm still not making any sense then I'll just shut up and admit I'm wrong. haha.
EDIT: removed the most confused stuff cause I figured I had no idea what I was talking about
Kawe,
I guess I would disagree the parts that are specing white is the broken tiles line, the chunks of tiles pointing towards the sun and the white in the drywall layer (all amazingly in real life have a nice spec or are white). If you look at the histogram the parts that are "white" is very little. Also I am sure again if you take any black and white photo that is "interesting" it will have similar white "splotches" everywhere.
I do realize how to use lighting to create an "interesting image." It seems like you are criting an image without reading the text that goes with it. The meat and potatoes has yet to be added to the image for me to adjust lighting and pull the "interesting" in.
The white "splotches" you refer to also will end up adding to the "interesting image" as they all provide visual lines that guide the eye along the edge of the broken levels and also lead to the destroyed city. It may not translate cleanly as of now because of the lack of AA and non final lighting (again mentioned in several posts).
In the future I suggest you do not try to teach professionals how to make an "interesting image" when you are new to art and posting in other sections asking where tutorials on composition are. and posting a histogram that has nothing to do with noise.
Thought i'd check out some of the posts on "the dark side" lol, been watching this one in silence for a few days, have to say i'm a huge fan! Absolutely love the fact that you've given this old decaying building a sense of evil and character with such amazing composition and design!
Had to laugh at some of the later posts there, inspired me to break my silence and make my first post on these forums, these guys are clearly the shizzle so let 'em be.
The planning of the machines is going great! In fact the sensational Ian has scummed up some candy below for one of our main machines! Which Artem will be making in 3d
The props will be coming we wanted to make sure we got the big machines in first then we can fill the scene with chairs and other props of the sort. Also as far as the environment yes mostly you are seeing the tiling textures which will be covered up with scattered rubble/papers once we get the machines in. One thing we have to keep in mind and the reason you will not see massive amounts of rubble like there should be is it still has to be a game navigable space.
So with out further ado some candy:
Some different rough variations (as we will have a couple):
Wow cool concepts, i can see why someone might go insane having their head rammed into one of those day and night! Thanks for answering the texture question, this is really coming along greatly!
Got some time today to start doing one of the machines.. this is still very WIP.. needs more little wires and detailing.. but hopefully tomorrow I can bust out the rest of this thing and some of the machines and panels and things surrounding it..
Went to work on the city background... Still needs lots of smoke and the ground texture needs some love also some more rubble piles (all in due time I guess)
Also looking at it I think I need to vary some of the city building heights, some of them are a 100 feet difference in height they are just so damn far off at a weird angle (I guess Ill have to extreme them for the scene).
Replies
I am still trying to screw with the concrete edge I think I might have to end up adding some more mesh to get some of the "flaky cuts" in there.
Also need to look into the weird shadow on the back wall.
I think however that you could add some perpendicular rebar bars. Also, i think that the walls could use some horizontal support beams as well, if these are wooden ofcourse (looks metal tho), whats striking me the most is that the actually wall surface looks weird... like something made out of one solid piece. Hard to explain actually.
keep up the good work.
Thanks for the crits always appreciated!
I have some perpendicular rebar its just hard to notice.. I was going to make it more pronounced in the lower levels, and should look at why its not pronounced enough on the top level.
For the support beams they are wooden, I still need to do a material pass on it. The reason I don't have any horizontal supports except for the top and bottom plate is from my framing research you do not see them a lot. I guess I should add some regardless since you have brought it up, just want to make sure it will not ruin the visibility inside the rooms.
Lastly I know what you mean about the walls. I think the biggest issue is I have yet to do a nice chalky material for the edges like drywall would have, then go back and add some nice alpha torn paper edges to get more depth and variation on the "damage".
Thanks again for all those observations I will make sure to address them as I am grinding away!
Thanks for the cool ref pictureI will be sure to include some of those elements in the piece!
Hopefully I started fixing some of the peoples crits pointed out above. Still have some more crits to address....
Enough excuses!
Earthquake I agree 100% I am waiting to see what machinery/props we put down there before I add the chunky goodness.... That way I do not block any important machinery.
Lastly if you would add some slight color to each of the walls/floors to differentiate. IE. The top floor has a faded maroon stripe running along the walls; the floor under it has two thin, faded, blue stripes.... ect.
It is a bit noisy now but we want it semi to come across the biggest issues is I have not properly messed with the mip levels in the engine (currently it is not mip-mapping). That is the last step once we have everything in...
Not to mention I Bring The Noise!
I'll bring the funk! Great work.
Not sure if I can make my point clear with this image, lol. Basically the specs create crazy contrast and they are spread out all over the place = noisy.
I guess I am not understanding contrast does not translate into noise. High contrast photography has a jump in levels like this all the time. Just because some items have a high spec highlight does not make the noise you see.
The biggest offenders I believe are lack of mip-mapping and AA filters. Which again will be fixed in the final product. I also have some items uv tiled too tightly like the close concrete chunks that make it seem noisy. I will have to go back and fix those items as well!
Just a disclaimer: No, I don't claim that levels tools will normally tell you if your image is noisy. However this time all the contrast is just random splotches everywhere created mostly by spec. The contrast isn't something that seems to have been used to create an interesting image. More like a byproduct if the lighting as well as a very bright specular (that doesn't even make any sense) on the material.
So my opinion is that you should kill the spec and add contrast and interest in some other way.
If I'm still not making any sense then I'll just shut up and admit I'm wrong. haha.
EDIT: removed the most confused stuff cause I figured I had no idea what I was talking about
I guess I would disagree the parts that are specing white is the broken tiles line, the chunks of tiles pointing towards the sun and the white in the drywall layer (all amazingly in real life have a nice spec or are white). If you look at the histogram the parts that are "white" is very little. Also I am sure again if you take any black and white photo that is "interesting" it will have similar white "splotches" everywhere.
I do realize how to use lighting to create an "interesting image." It seems like you are criting an image without reading the text that goes with it. The meat and potatoes has yet to be added to the image for me to adjust lighting and pull the "interesting" in.
The white "splotches" you refer to also will end up adding to the "interesting image" as they all provide visual lines that guide the eye along the edge of the broken levels and also lead to the destroyed city. It may not translate cleanly as of now because of the lack of AA and non final lighting (again mentioned in several posts).
In the future I suggest you do not try to teach professionals how to make an "interesting image" when you are new to art and posting in other sections asking where tutorials on composition are. and posting a histogram that has nothing to do with noise.
Had to laugh at some of the later posts there, inspired me to break my silence and make my first post on these forums, these guys are clearly the shizzle so let 'em be.
Looking forward to the next update!
jk Ryan! absolutely stunning design, texturing is great.
now throw some of those chairs in there!!
I almost forgot about the torture devices mentioned in the back-story, yeh looking forward to seeing the dentist chair from hell in there too!
So far are we seeing just tileable textures, hows the budget going?
The props will be coming we wanted to make sure we got the big machines in first then we can fill the scene with chairs and other props of the sort. Also as far as the environment yes mostly you are seeing the tiling textures which will be covered up with scattered rubble/papers once we get the machines in. One thing we have to keep in mind and the reason you will not see massive amounts of rubble like there should be is it still has to be a game navigable space.
So with out further ado some candy:
Some different rough variations (as we will have a couple):
Also looking at it I think I need to vary some of the city building heights, some of them are a 100 feet difference in height they are just so damn far off at a weird angle (I guess Ill have to extreme them for the scene).