great work SHEPEIRO!
the only thing thats bothering me is the caustics scale, if you can scale down the caustics it will fit in alot better other than that its perfect.
btw what engine is that in?
been quitely following this really nice stuff.looks brilliant.
My gripe is id like to see some of the colours you have used on the central square roof supports transfered subtly down the main pillars more,as to me they looks too white,too clean....I know these bath house were preistine but certain areas would still get slightly dirty and the paint would get slighty colourized.
Same goes for the outdoor courtyard, it looks too white...id say some subtle blues and yellows mixed into that white would help abit.....just rain damage,being outside as opposed to inside etc...
Heres some refs of what I mean (and yes im trying to recreate this lol )
Looks awesome Shep! I love that engine. I love the water colour, conveys that bathhouse perfectly. But I think the water reflections on the roof/pillars is a little bright/distracting. I'm also not a big fan of the green/red colours on the lamps. I dunno, just doesn't sit with me.
boogotti and saidin311- yeah they are a bit strong, ive not yet vertex painted them out properly, when i do that they will be much weaker on the side pointing away from the main light source.
and saidin- the lamps are actually red and yellow, like the light colours but for some reason in engine they are coming through green??? will investigate. have a couple of issues like that for example pink candles that are actually yellowy
Bronco- that will be because most of the level only has an AO pass so far as a diffuse ;-) im slowly doing the diffuses very slowly but as all the other bits are finished they should happen a wee bit faster, the courtyard walls dont even have an ao pass they are just norms
smal update, possibly best smoke ive ever made cant wait to frap this to show it all moving, and made some puddles and fixed some of the issus with the lanterns
Ha ha thanks Shepeiro, but honestly man, this scene is like shaping up to be a KICK ASS portfolio piece man. Can you show us how you did the water reflection on the stones?
Is this in your 3d modeling package? or is it in an engine? You're getting some absolutely beautiful lighting effects and its REALLY helping to sell this piece man.
Great update Shep. Lights look a lot better now that they don't look like Christmas! Can't wait to see the walkthrough. You're whole progress here is very inspiring. I wish my mudbox trial hadn't run out.
How come there are those really dark (black) spots in between the archways and the plaster above them? I didn't notice it in the large shot, but it seems obvious in the closeup. Nitpicking at this point though! haha
This really impressive. One thing I noticed. Your candle light is too bright. It needs to be dimmer, with a larger fall off. Perhaps add a glow sprite around the flame for effect.
JL- water caustics are floatin polys with two layered animated uv texture to provide moire effect on an addative shader
saidin- they are a baking fuckup- need to bake out the damaged version of the pillar/arch anyway so im leaving fixing until then
esylium- yeah i know struggling with the light setup here- its correct for ceiling but yeah blows out the candle flame, thinking of adding burnt patch as decal that will help pull that area down.
i like this a lot, but i gotta tell ya, the beams coming through the holes in the roof (assuming theyre coming from the sun) could absolutely never be that un-paralllel. Looks ridiculously un-natural to my eye, as if theres a hugely bright light source but a few feet above.
EDIT: or is your FOV high and making them look fucked?
cool! nice i love it. just wondering in level design does it mater is theres more verts then a tri or quad and can u have both tri's and quads. and if u have several pieces of ground or wall that you are putting together in game do they have to be connected.
my only gripe is with the smoke - candles don't smoke like that until they've been blown out, or maybe if the surface of the candle is covered in some different oil perhaps. Or - conceivably - it's the coating of the wall that's getting hot and smoking? Getting a bit high concept there though
My money's on cloth simulation with falloff opacity
scrolling texture on normal fixed polys and fresnel opacity falloff, quite cheap to draw.
pretty much (actually all) all my effects are done with scrolling uvs, layered shaders and some funky alpha settins
danr- yep your right, although i have seen big candles smoke quite a bit in damp surroundings, but yeah maybe a slight toning down.
Midna- it all depends on engine, tri vert and poly counts are fairly meaningless today for static objects , but over draw is very important and this does go slightly hand in hand with polycount, the more things drawn infront of each other the more pixels required by the engine to draw, lots of engines have fancy ways of culling occluded geometry thus saving pixel overdraw, but it is the
mjor bottleneck in current hardware, the easiest way to kill the frame rate is to add lots of fancy pants shaders that require even more passes of the screen. this is why reducing the amout of shaders in a scene is so important in alot of engines these days.
stitching everything together is also very dependant on engine, for example the engine i use wil get much better lighting results if its stitched, but engines such as unreal that use instancing to save draw cant have everything stitched. i often leave stuff un-stitched for ease of re-editing until late on in gestation.
That door is amazin and I really like the vivid red color you chose and I think it contrasts well with the brick and wall textures. The wear on it is ace.
ah, btw, i just thought of it, it looks like doors don't have joints to attach them to the frame (which is absent as well). Maybe u had a particular ref, but in general that looks strange when doors r attached directly to the wall.
cheers- bashed out the flor diffuse texture tonigh. hoping that the rest of this env will come together in the next few days, my workflow is all in the prep, now i just have it colour it in
this is getting really nice but i'd move some of the fruits a bit they create some sort of pattern because of laying in a little straight lines, not totally straight, but still
kinda always lets me wander around from one fruit to another and not looking at the rest of the image
also the green one, how does it land there, right below the handle?
It could fall behind the pot, against the wall, and since the orange is round, it would roll. I don't think any of the placings are out of the ordinary, honestly.
ok i'm trying to get a sense out of the orange falling to a wall and bouncing around, but i can't figure out a way, it's an orange no ball it falls straight down and lies there ore rolls a little, ok if the ground isn't planar it could work.
As for the rest i don't say it can't happen it's just a compository thing that somewhat distracts the eye, at least mine.
Replies
the only thing thats bothering me is the caustics scale, if you can scale down the caustics it will fit in alot better other than that its perfect.
btw what engine is that in?
been quitely following this really nice stuff.looks brilliant.
My gripe is id like to see some of the colours you have used on the central square roof supports transfered subtly down the main pillars more,as to me they looks too white,too clean....I know these bath house were preistine but certain areas would still get slightly dirty and the paint would get slighty colourized.
Same goes for the outdoor courtyard, it looks too white...id say some subtle blues and yellows mixed into that white would help abit.....just rain damage,being outside as opposed to inside etc...
Heres some refs of what I mean (and yes im trying to recreate this lol )
http://www.gonomad.com/traveltalesfromindia/uploaded_images/Marble-Arch-London-733729.jpg
http://upload.wikimedia.org/wikipedia/commons/d/d5/Marble.arch.london.arp.jpg
http://lh3.ggpht.com/_Bz467XKbdXA/RnelxgeJSTI/AAAAAAAAARQ/wLj-wNV2ew4/D:%5Cphotos%5CLondon%5CR&D+Central+London+Marble+Arch%5CDSC04576.JPG
The effect seems slightly stronger on the square concorete pillar supports than anywhere else but you can see the same effect in other places.
But overall looks fantastic, nice work.
John
boogotti and saidin311- yeah they are a bit strong, ive not yet vertex painted them out properly, when i do that they will be much weaker on the side pointing away from the main light source.
and saidin- the lamps are actually red and yellow, like the light colours but for some reason in engine they are coming through green??? will investigate. have a couple of issues like that for example pink candles that are actually yellowy
Bronco- that will be because most of the level only has an AO pass so far as a diffuse ;-) im slowly doing the diffuses very slowly but as all the other bits are finished they should happen a wee bit faster, the courtyard walls dont even have an ao pass they are just norms
Is this in your 3d modeling package? or is it in an engine? You're getting some absolutely beautiful lighting effects and its REALLY helping to sell this piece man.
Great job buddy, really enjoying the progress!
How come there are those really dark (black) spots in between the archways and the plaster above them? I didn't notice it in the large shot, but it seems obvious in the closeup. Nitpicking at this point though! haha
JL- water caustics are floatin polys with two layered animated uv texture to provide moire effect on an addative shader
saidin- they are a baking fuckup- need to bake out the damaged version of the pillar/arch anyway so im leaving fixing until then
esylium- yeah i know struggling with the light setup here- its correct for ceiling but yeah blows out the candle flame, thinking of adding burnt patch as decal that will help pull that area down.
EDIT: or is your FOV high and making them look fucked?
my only gripe is with the smoke - candles don't smoke like that until they've been blown out, or maybe if the surface of the candle is covered in some different oil perhaps. Or - conceivably - it's the coating of the wall that's getting hot and smoking? Getting a bit high concept there though
video of the fx or they didn't happen
My money's on cloth simulation with falloff opacity
scrolling texture on normal fixed polys and fresnel opacity falloff, quite cheap to draw.
pretty much (actually all) all my effects are done with scrolling uvs, layered shaders and some funky alpha settins
danr- yep your right, although i have seen big candles smoke quite a bit in damp surroundings, but yeah maybe a slight toning down.
Midna- it all depends on engine, tri vert and poly counts are fairly meaningless today for static objects , but over draw is very important and this does go slightly hand in hand with polycount, the more things drawn infront of each other the more pixels required by the engine to draw, lots of engines have fancy ways of culling occluded geometry thus saving pixel overdraw, but it is the
mjor bottleneck in current hardware, the easiest way to kill the frame rate is to add lots of fancy pants shaders that require even more passes of the screen. this is why reducing the amout of shaders in a scene is so important in alot of engines these days.
stitching everything together is also very dependant on engine, for example the engine i use wil get much better lighting results if its stitched, but engines such as unreal that use instancing to save draw cant have everything stitched. i often leave stuff un-stitched for ease of re-editing until late on in gestation.
thanks all
That smoke is amazing! It really depends on what kind of feeling you want to set for the player, but I don't think you should change it.
Awesome stuff, and definitely inspirational.
That door is amazin and I really like the vivid red color you chose and I think it contrasts well with the brick and wall textures. The wear on it is ace.
Apparently i have learned that going backwards, from normal to diffuse works cool as well
Lol, the only crit i can give right now :P
The engine spammin pictures are outstanding
http://i30.photobucket.com/albums/c346/Shepeiro/courtyardnearfin4.jpg - beautiful!
kinda always lets me wander around from one fruit to another and not looking at the rest of the image
also the green one, how does it land there, right below the handle?
As for the rest i don't say it can't happen it's just a compository thing that somewhat distracts the eye, at least mine.