agh done go to bed now.
one centre peice bath wid da fancy shaders and pooh. cant see it in these here still portraites but the Uvs on the water are animated and lap gently at the poll edge creating a soothing atmosphere in which to sleep sleep
fixed some of the issues i had with the water, smoother and bettererer
also i was blocking out the entrance and fancy door (with lots of knobs), and realised what this end of the room needed was a bit of outside, it just looked better if the door was open, so i made a little courtyard, (wil require two extra peices, roof eaves and an orange tree) but i think it will look ace with the shadows coming through the folige into the courtyard and lighting up the end of the bathhouse
will put it to the back of the list for now though as if i expand there is always a danger of not finishing, (can have door closed ;-( as backup)
zbrush pimpage door pretty much done but got a few Qs if anyone knows
1 why do some .obj files not group split, try'd lots of things with this one but i had to go and export it all individually and import it individually too. pain in the royal ass.
2 anyone got a good tip for stamping along curves, esp the curved wood parts in this door im currently just stamping straight ones round a corner, if i try and make the stamp curved it makes it alot less usable (ie scale has to stay the smame etc) just wandering if anyones come across any good ways of doing this
Pretty sweet. I don't get how people make all this curved architecture and stuff in 3D. I suppose it might be easier if I actually used the modeler functions instead of trying to model everything by hand though.
use primitives in the right way, basically with this obj, it was a cae of modelling alot from a tube, simple as, but a little bit of planning is involved, ref is king
right did some lighting tests, quick(ish) and nasty quality, but i think ive got something im quite happy with, may be a litltle dark but some exposure control will fix that.
updated images above- added volume to all the points and ray angle to the sun directional, and did a slightly better render (only 50% imagination nedded to see what this will look like now)
what do you think
"2 anyone got a good tip for stamping along curves, esp the curved wood parts in this door im currently just stamping straight ones round a corner, if i try and make the stamp curved it makes it alot less usable (ie scale has to stay the smame etc) just wandering if anyones come across any good ways of doing this"
Use Radial Symmetry. It should do what you're looking for.
updated images above- added volume to all the points and ray angle to the sun directional, and did a slightly better render (only 50% imagination nedded to see what this will look like now)
what do you think
one of our coders said, that most new engines bake three lightmaps(for every normal direction), so that the shading doesn't get weakened but supported by the lightmap..
This is looking awesome shep. One thing that stood out to me is the size of the benches, seem to appear on the big side. It's hard to say because there isn't a character to really judge the scale, but this is an easy fix. Keep it up!
TelekineticFrog- realy want something that can bend the stamps but i will look into that cheers
katzeimsack- already using it, just as i got rid of all mapping to speed up the lighting process it dosnt show, also is HDR yay.
maltuna- know what you mean im keeping an eye on it, difficult to judge as the ref had nothing to scale it by and i dont really know much about massage tables, its about a metre high which i thought was about right, but as i said will make a judgement on it later and it is an easy fix
Jet_pilot- that pic was half way through the shrpening process was the finished peice also to jello-like?
2 anyone got a good tip for stamping along curves, esp the curved wood parts in this door im currently just stamping straight ones round a corner, if i try and make the stamp curved it makes it alot less usable (ie scale has to stay the smame etc) just wandering if anyones come across any good ways of doing this
[/quote]
I would either take and build a alpha in photoshop or take the whole thing in with zapplink and then use the texture as a mask to inflate. You could try using the directional brush in projection master but the alpha tends to get smoothed where it overlaps. Or all else use one of the sculpting tools sculpt the grain around the curve. The radial symettery will base off the center of the model so you sculpt on a new plane then place with projection master. If you mask the parts you dont want effected then drop when you pick it up it will only apply to unmasked area.
This is looking awesome shep. One thing that stood out to me is the size of the benches, seem to appear on the big side. It's hard to say because there isn't a character to really judge the scale, but this is an easy fix. Keep it up!
I´m wondering, SHEPEIRO, did you use a shader to make these reflections and refractions on the water?
Also, are these screenshots being seen in high quality viewport or you have some what plugins to show these normal maps?
Sorry Shep, I might have missed. What engine are you rendering in? I thought originally it was UE3.
Your process explanation is amazing. Very inspiring and informative for noobs like me!
edit: Likely I'm going to bombard you with a million questions, but one big one. Do you think you could have achieved more variety by creating 2 different pillars? I noticed, because I've been following your workflow that the pillars are obviously repeated (especially in that head on shot). With a couple varieties could you have broken it up even more? Especially with the number of pillars in the entire scene.
the lighting is looking fantastic shep. Maybe in the last image you posted there is too much of a redish tinge to the light in places. Most notably the room off to the right of the image. I guess because the stuff is not textured (dont know if this was just a modelling thing?) then its hard to tell if that will be so noticeable. The only other thing that stands out are the really over exposed pillars in the front of the image.
Other than those small crits the project is coming along really nicely. What are your budgets for the final environment? I noticed you where sitting at around 80k earlier but are you planning on adding much more?
Saidin311- funny you say that there is space for variation on the map for the pillar and arch i just havent got round to sculpting it.
frubes, i disagree mate, the over exposure is correct, and one of the ace things about HDR. if i looked directly at those spots they would become correctly exposed and the rest would be dark, makes the scene much more lively.
For a first pass this looks pretty hot to me. I love those support pieces.
How did you get such a nice seamless marble texture transition between that main dome piece and the flat pieces with the wood beams? (I'm assuming they are separate pieces?)
this is looking awesome!! The shapes and lighting are excellent, Its a lot of fun to check out the progression on your work, its very inspiring
Here's a little nitpick, its to take with a grain of salt since Im really having a hard time finding something I would improve in this enviro :
Brick is more likely to develop moisture on then marble, so if possible try to add more greens in the bricks and less greens in the marble, maybe something more brownish on the marble. Right now even tho I see some greens in the bricks I would try to push the contrast just to make the difference between materials more noticable
Continue the great work Shepeiro!
thanks, im struggling tonight not sure if its tiredness or a lack of imagination but i wanted to "stain these plaster sections with blue dye but im not feeling it at the mo, kind of looks good materially but the design is looking a bit fecked may scrap it
ahhh some fresh wind,- remember my ranting at first regarding specular and materials,- now its already getting into my personal taste.
I'd suggest play more with the color- painted parts,- maybe some painted ornaments (lines, zig zag, donts, mosaic, masked shapes (like vectors)).
The Alpha maps are playing out nicely - with a good transition from 1 model to the other one.
A mini rant from my side: (almost not valid) The textures have a somewhat grey- shader, so does the shader/light in the viewport. Blending it more into a color instead of grey (e.g almost grey but a bit brown/ green?). Instead of using multiply and a AO Greyscale map try mix it with gradients or different blend modes.
haha was really tired when i posted this last night totally fecked it up, was just very frustrated.
the greyness is from the dye overlay- i never use the AO as a multiply (except when i post when half asleep:-) , as you can see from my first pics much nicer and warmer. the lighting i turned white so i could see the texture colours propperly, will go back to original lighting for finals.
and i love materials too but its really the design that im struggling with. give it another bash tonight when im more awake, thanks for the tips
Looks great shep!. It's funny, this is a great example of how presentation is key. I admit I was underwhelmed by your quick model screengrabs, but that in-engine shot of the pillars is looks really cool. Keep up the goodness
slum- know what you mean about the presentation, but im always aware of wasting time presenting something ive not finished yet. esp with the little time i have and im always posting last thing at night ;-)
fantastic!! You managed to have that steamy-relax-foggy atmosphere that a ancient bathhouse would have as far as i imagine it Very inspiring, cool surfaces and lighting.
Maybe the caustics are too strong, i think they could be a bit more subtle on those pillars and walls, especially on the ceiling cause it very high.
Btw, is it an animated shader that can do caustics pattern? How did u get that effect?
edit: also since the water has a greenish tint the caustics could have that tint as well.
Replies
one centre peice bath wid da fancy shaders and pooh. cant see it in these here still portraites but the Uvs on the water are animated and lap gently at the poll edge creating a soothing atmosphere in which to sleep sleep
zzzZZZZzzz
Looking great sheperio, love the quality of detail
also i was blocking out the entrance and fancy door (with lots of knobs), and realised what this end of the room needed was a bit of outside, it just looked better if the door was open, so i made a little courtyard, (wil require two extra peices, roof eaves and an orange tree) but i think it will look ace with the shadows coming through the folige into the courtyard and lighting up the end of the bathhouse
will put it to the back of the list for now though as if i expand there is always a danger of not finishing, (can have door closed ;-( as backup)
1 why do some .obj files not group split, try'd lots of things with this one but i had to go and export it all individually and import it individually too. pain in the royal ass.
2 anyone got a good tip for stamping along curves, esp the curved wood parts in this door im currently just stamping straight ones round a corner, if i try and make the stamp curved it makes it alot less usable (ie scale has to stay the smame etc) just wandering if anyones come across any good ways of doing this
what do you think
Use Radial Symmetry. It should do what you're looking for.
one of our coders said, that most new engines bake three lightmaps(for every normal direction), so that the shading doesn't get weakened but supported by the lightmap..
You should try it (don't know how though)
These look too jello-ie... try making some more edge loops around the corners to give it more of a harder edge look. good work
TelekineticFrog- realy want something that can bend the stamps but i will look into that cheers
katzeimsack- already using it, just as i got rid of all mapping to speed up the lighting process it dosnt show, also is HDR yay.
maltuna- know what you mean im keeping an eye on it, difficult to judge as the ref had nothing to scale it by and i dont really know much about massage tables, its about a metre high which i thought was about right, but as i said will make a judgement on it later and it is an easy fix
Jet_pilot- that pic was half way through the shrpening process was the finished peice also to jello-like?
http://osart3d.wordpress.com/home-page/bathhouse/
[/quote]
I would either take and build a alpha in photoshop or take the whole thing in with zapplink and then use the texture as a mask to inflate. You could try using the directional brush in projection master but the alpha tends to get smoothed where it overlaps. Or all else use one of the sculpting tools sculpt the grain around the curve. The radial symettery will base off the center of the model so you sculpt on a new plane then place with projection master. If you mask the parts you dont want effected then drop when you pick it up it will only apply to unmasked area.
Hope that helps:)
I´m wondering, SHEPEIRO, did you use a shader to make these reflections and refractions on the water?
Also, are these screenshots being seen in high quality viewport or you have some what plugins to show these normal maps?
Thanks
Your process explanation is amazing. Very inspiring and informative for noobs like me!
edit: Likely I'm going to bombard you with a million questions, but one big one. Do you think you could have achieved more variety by creating 2 different pillars? I noticed, because I've been following your workflow that the pillars are obviously repeated (especially in that head on shot). With a couple varieties could you have broken it up even more? Especially with the number of pillars in the entire scene.
Other than those small crits the project is coming along really nicely. What are your budgets for the final environment? I noticed you where sitting at around 80k earlier but are you planning on adding much more?
Good work.
you're doing this in unreal3? may i ask how?
Saidin311,neox- works engine
Saidin311- funny you say that there is space for variation on the map for the pillar and arch i just havent got round to sculpting it.
frubes, i disagree mate, the over exposure is correct, and one of the ace things about HDR. if i looked directly at those spots they would become correctly exposed and the rest would be dark, makes the scene much more lively.
One question, how do you made that refraction shader working inside maya?
How did you get such a nice seamless marble texture transition between that main dome piece and the flat pieces with the wood beams? (I'm assuming they are separate pieces?)
LOL, please SHEPEIRO, tell me, i already asked you 3 times
Man i just used nice in 2 different sentences. Im lame.
Here's a little nitpick, its to take with a grain of salt since Im really having a hard time finding something I would improve in this enviro :
Brick is more likely to develop moisture on then marble, so if possible try to add more greens in the bricks and less greens in the marble, maybe something more brownish on the marble. Right now even tho I see some greens in the bricks I would try to push the contrast just to make the difference between materials more noticable
Continue the great work Shepeiro!
some flats
I'd suggest play more with the color- painted parts,- maybe some painted ornaments (lines, zig zag, donts, mosaic, masked shapes (like vectors)).
The Alpha maps are playing out nicely - with a good transition from 1 model to the other one.
A mini rant from my side: (almost not valid) The textures have a somewhat grey- shader, so does the shader/light in the viewport. Blending it more into a color instead of grey (e.g almost grey but a bit brown/ green?). Instead of using multiply and a AO Greyscale map try mix it with gradients or different blend modes.
the greyness is from the dye overlay- i never use the AO as a multiply (except when i post when half asleep:-) , as you can see from my first pics much nicer and warmer. the lighting i turned white so i could see the texture colours propperly, will go back to original lighting for finals.
and i love materials too but its really the design that im struggling with. give it another bash tonight when im more awake, thanks for the tips
anyways
marmalade
cody- HP modelled
did an effects pass, and just one more HP to generate woot.
all effects are animated, including dust motes and clouds in rays, caustics, water ripples, candle flames
The lighting is very real here and it reminds me of a tech demo of Enlighten engine:
http://www.geomerics.com/enlighten-media.htm
Maybe the caustics are too strong, i think they could be a bit more subtle on those pillars and walls, especially on the ceiling cause it very high.
Btw, is it an animated shader that can do caustics pattern? How did u get that effect?
edit: also since the water has a greenish tint the caustics could have that tint as well.