Lighting is totallynot the final one, it's just here to see something (same for the cubemap(visible on the ground and pedestal))
Color on the pedestal is not definitive (maybe I'll stick with a redish color like the 2d crap I posted earlier)
Yeah, need a cushion to die comfortably
I love the details on the chair; the holes on chair's arms
(you can imagine many people grabbed them before dying).
Oh GoSsS, you're so dark!
Keep it on.
Will there be other chairs around for people to sit and watch?
Or other little barriers arround the central area?
Hey let's eat some BBQ!
it's looking good, i can imagine people losing their finger-nails on that chair. you can then add some little dried blood decals here and there
@garagarape : For the other chairs the answer is no. I only want one chair, the electric one.
Here is the Low poly chair in 3dsmax :
And in UT :
Specs : 4170 Tris (yeah it's kind of a lot but i wanted to have a great baking so I use some chamfers here and there
And in term of textures : 1024 for the chair and 512 for the straps (again it's kinda big but this is the focus point of the scene).
Woaw! What a great render you have in Unreal! But I think that your chair is not very visible, because she have the same color than your stairs.
Keep it on man!
That chair is very nice, seems like all the detail will be lost from the far off view point of your original concept though. I think you should consider showing it up close somehow in your 2nd beauty render, maybe something like the right hand side of your in UT pic.
Thanks all ! @d1ver : Yup, on these screens the spec doesn't pop out but I think it's ok in UT. Maybe it's because of the lighting (which is totally wip). @Cr
Something needs to happen here to break up the dias
perhaps a velvet runway model carpet ... red... yeah.. and some candles of varied size placed around the back side in a semi-circle? something...
I know it's work in progress, but don't forget to put appropriate trims where walls meet floor and things like that.
I would also suggest darkening the value of the rings/floor directly under the chair.
The dias itself is starting to feel a bit like a dart board as well. Not sure if this is a problem, but what it does is forces the viewer to look at the middel, While you want the person looking at your scene to see very clearly what the focus of the piece is... you also want to give them the freedom to look at the other elements of the scene you've spent so much time making pretty. When I look at a render, and there's an element that sticks out to me like this dias, it's almost work to make my eyes wonder around the image...
Give the viewers eyes a place to rest but also make them feel comfortable with exploring the scene and give them cool little things to look at... this is how you will tell a story with your image.
Hey GoSsS. I have another mean question for you.
Don't worry, I know I'm kind of "Stick-In-The-Mud" minded
and it is just to tickle you a bit
I don't understand where it takes place.
Is it supposed to be inside a Church?
There's something I don't understand about the spatial configuration.
The artistic paterns on the tiles, the pilars and room's shapes don't fit with an execution chamber IMO.
+ I found it quite empty (the chair seems to be lost in a wide space).
May be a guardrail arround the center rostrum would be enough to integrate it to the whole.
Of course, all depend on the angle you will choose to show your work in the end.
And you may have a background story about the church (or ancient lab?)
I found your work on the electric chair really cool though.
Keep it up.
***
Hey r4ptur3! Seeing your avatar brings back good memories Hope you're fine.
@nfrrtycmplx : Thanks!
I totally agree with your warpet idea. I put a carpet on my first concept but not on the stairs. I did what you said and it's really a good idea. For the trims where walls met the floors I'll try to do my best for that but I always keep this thing in mind when I create an object
"The dias itself is starting to feel a bit like a dart board as well" : Ahahah this one is not so wrong I don't want to change that right now because I still have many things to do. I think the fact that the lighting isn't really good doesn't help the viewer either.
@DeusExMatteo : Thanks! I'll do my best to finish this in time
@r4ptur3 : God !! I don't wanna be in your office Thanks!
@garagarape : I just made a "superb " artwork for you
In fact it takes place in a cemetery and can be accessed by a "dunno the word in english (in french either btw ))
"May be a guardrail arround the center rostrum" Oh yeah this idea isn't bad. I'll probably do that if I have the time.
@Vig : Thanks!
By noisy you mean dirty or something like that ?
Here is a quick video to see the specularity on the ground for d1ver . You can see that specularity is ok I think, but cubemap is not and I don't want to tweak the specularity before the lighting was done. ==> http://gaetm.free.fr/3d/2009/UC2009/UC2009_spec_floor.avi
And here are some screens :
The carpet as nfrrtycmplx said :
Btw you can see the new color on the stairs. I thinks it's easier to read.
I'm currently working on the pillars :
Artwork :
Hi-Res :
And a quick test in UT with a crappy unwrap just to see if the bake was good.
Oh my!
An exe-cushion chamber in a mausoleum
with a "Welcome your Majesty" carpet!
You're killing me GoSsS
The red color brings a lot to your scenery though.
I'm gonna have myself a tisane, or two.
hahahaha nice scenario!
"The best served electric chair in the world. A place you can die violently but with a glass of whine, and your tomb is not far away too!"
btw it's too bad we can't see on a static image the reflection on the floor you showed on your video~
It looks great, i'm waiting for some more advanced stuff and a zoomed out screenshot to give you feedback... keep it up!
Nice progress O.o
I feel that the windows could be a lil bigger but well assuming it's underground, why not. The 2 things that bug me are the choice of the painting, maybe too much famous which make me wonder : why build a so much sophisticated building to end up with a painting reproduction overlooking all the place O.o; , then 2nd point, the windows are too much photoshop filter obvious
Interesting shots, but my favorite thing about your project was the really well done materials and you've kinda lost then with the far out zooms and lighting setup.
I think you're in the same boat my team's in, we got all these little assets we want to show off, but only 2 shots to show them in and the scale of our scene's too big. It's painful balancing the two.
I agree with some of the crits, you could maybe actually make the whole room smaller, you'd lose some of the vastness obviously, but reinforce the crypt-like idea you were originally going for. When I initially saw those pillars, I really didn't think they were so huge.
I don't think you need that painting on the ceiling, go with something simpler, and don't hesitate to keep that area darker, that isn't your scenes focal point you might confuse your viewers with such an information heavy area there.
You should find your two final angles and focus on them too!
@EzMeow : Thanks mate !
For the painting I don't think we'll really see them in the two final shots so it's not a real problem.
For the stained glasses, yeah it's the photoshop filter but right now I don't have many time to change that and I don't think (as you can see on the bottom of this post) we'll see these stained glasses really well.
@crazyfingers : Yeah I understand your point but I don't think it's a good thing to show everything of your scene. I don't really care if guys don't see all the details i putted on the pillars or on other stuff. I want them to like my scene.
@Bal : Thanks mate !
Yeah you're right about the size of the room. That was my first idea to have a big room. It would have been simpler if I planned a smaller room but now I can't go back, It would be too much work
@D.Woope : I think it's an excellent idea put some 800s and SD, maybe some tables too ? BBQ ? Roflcopter or something like that ? ... No, seriously; I don't understand your post
So here's an update:
First; the Hi-Res of the generator (yeah yeah we need some electricity for this chair )
Some wires here :
Yeah Polycount factory !!
Here's the low poly in the UDK with a crappy lighting and some quick textures :
polycount : approx. 13k tris and a 2048² (I know it's kinda big but this asset will be seen really close
Here are the beauty shots (I'm not really good for placing camera ... is this interesting ? can't I have better ?) It's WIP, nothing final.
I think it's interesting but maybe I'm wrong and it's totally baadddd !
And finally (yeah I promise, after that, no more images ) a quick paintover for some lighting ideas.
What do you guys think of this ? too dark ? too light ? too bad ? too good ?
Don't hesitate to paintover it if you think it sucks
hey, you have made some really good looking assets, it would really be a shame to hide them in the dark like that! I think you can really make it look awesome by just having a big omni in the middle bouncing light from that brightly lit floor.
I've probably been making too many posts in this place, but i'm in class and bored out of my mind so here goes:
Your new shots sold me on your setup, has an ominous feel and those windows look kick arse. The single godray bothers me, with so many windows you should have more than one ray, UNLESS you were to bust up one of those windows, to explain why a lot more light is coming out of just one of those windows.
The ceiling mural is a nice addition, but it's too muted. Could use a little bit of light coming from the direction of the godray, just a touch, don't want it dominating the scene.
The new generator is also really nifty, dig it. But the lighting on it's flat, white, you need some ambient reddish lighting on it coming from the center of the room, you can adjust the lighting channels on the generator to accept a new light channel, and adjust the new light not to affect the standard channels so you don't oversaturate the rest of your scene with the new light.
agree with peris, and i think the camera can be placed better, the first one is ok but maybe add some lights in the foreground because it's almost full black. I thought it was badly cropped until i noticed the floor on the right.
And the second one, well, it feels like there's nothing because the walls behind the chair are blank, you've got tons of details on the generator but you're not using that advantage in the beauty shots.
Very cool generator btw ^^
@Peris : Thanks a lot ! I tried what you said and you're right, it's better
@Crazyfingers : I broke some stained glasses and added some more god rays. Ceiling isn't really visible on my scene so I don't think added light on this area is really an important thing but with the new omni in my scene the ceiling is automatically lighted with bounces
Lighting on the generator was totally crap. I just added some lights to see something in this area
@garagarape : Thanks for the comparison to benoit-techno style but i hope this is the only thing we have in common
@fei-rukawa : I placed some more cameras trying to find new interesting point of view.
Please let me know what you think about the new stuff and which points of view you prefer !
Wow! "3" is ace even if we can't see the
stained-glass. Could be a comic book cover.
I like the contrast between the big powerfull generator
and the small wooden chair.
This picture "composition" is best me think.
ps: Are those housePlants made of plastic
because it is in a crypt away from the sunlight?
@crazyfingers : Thanks! @Emile Mujanovic : Thanks a lot @Zoffty : Thanks. I'll try your idea tomorrow (last day)
Yeah Left 4 dead 2 roxx, i'm happy to finish the UC to play more @3dskillet : Thanks! @garagarape : Thanks mate. We have 2 beauty, so, it's not a problem id we can't see the stainded glasses on this one, but we have to see them on the other shot
For the plants : in fact it's a tree outdoor. Just imagine trees around the crypt on the artwork I posted on the first post of this page
Wow O__O !!
At the beginning, I should admit that I wasn't a big fan of your entry just cause I wasn't sure where you'll go with the first lighting ; but then you turned on the light and BOOM, we can see all the nice details and efforts that you put on each elements of your scene and a cool atmosphere !
My favs shots are 1 and 3!
Really nice job ! :thumbup:
"Pretty....Pretty....Pretty good !" 8)
Replies
Lighting is totallynot the final one, it's just here to see something (same for the cubemap(visible on the ground and pedestal))
Color on the pedestal is not definitive (maybe I'll stick with a redish color like the 2d crap I posted earlier)
I'm currently working on the electric chair.
Here's the Hi-Res :
Refhere : http://meanwhile.files.wordpress.com/2006/05/Electric-Chair.jpg ... Damn !! I forget to do the whoopee cushion.
Now ... Low poly !
I love the details on the chair; the holes on chair's arms
(you can imagine many people grabbed them before dying).
Oh GoSsS, you're so dark!
Keep it on.
Will there be other chairs around for people to sit and watch?
Or other little barriers arround the central area?
it's looking good, i can imagine people losing their finger-nails on that chair. you can then add some little dried blood decals here and there
@garagarape : For the other chairs the answer is no. I only want one chair, the electric one.
Here is the Low poly chair in 3dsmax :
And in UT :
Specs : 4170 Tris (yeah it's kind of a lot but i wanted to have a great baking so I use some chamfers here and there
And in term of textures : 1024 for the chair and 512 for the straps (again it's kinda big but this is the focus point of the scene).
I think those floor tiles could use a little more specularity. Otherwise, looking great!
Keep it on man!
But I find you have too different floor in your scene
Who is your tiler? :poly108:
As Crepator said, the chair has the same colors as stairs.
perhaps god ray may increase contrast?
gogo GoSsS!
@d1ver : Yup, on these screens the spec doesn't pop out but I think it's ok in UT. Maybe it's because of the lighting (which is totally wip).
@Cr
Something needs to happen here to break up the dias
perhaps a velvet runway model carpet ... red... yeah.. and some candles of varied size placed around the back side in a semi-circle? something...
I know it's work in progress, but don't forget to put appropriate trims where walls meet floor and things like that.
I would also suggest darkening the value of the rings/floor directly under the chair.
The dias itself is starting to feel a bit like a dart board as well. Not sure if this is a problem, but what it does is forces the viewer to look at the middel, While you want the person looking at your scene to see very clearly what the focus of the piece is... you also want to give them the freedom to look at the other elements of the scene you've spent so much time making pretty. When I look at a render, and there's an element that sticks out to me like this dias, it's almost work to make my eyes wonder around the image...
Give the viewers eyes a place to rest but also make them feel comfortable with exploring the scene and give them cool little things to look at... this is how you will tell a story with your image.
hope that makes sense.
Keep up the good work
nice work ^_^
can't wait to see this all zoomed out and lit like your concept!
Don't worry, I know I'm kind of "Stick-In-The-Mud" minded
and it is just to tickle you a bit
I don't understand where it takes place.
Is it supposed to be inside a Church?
There's something I don't understand about the spatial configuration.
The artistic paterns on the tiles, the pilars and room's shapes don't fit with an execution chamber IMO.
+ I found it quite empty (the chair seems to be lost in a wide space).
May be a guardrail arround the center rostrum would be enough to integrate it to the whole.
Of course, all depend on the angle you will choose to show your work in the end.
And you may have a background story about the church (or ancient lab?)
I found your work on the electric chair really cool though.
Keep it up.
***
Hey r4ptur3! Seeing your avatar brings back good memories Hope you're fine.
The only beef I have is that the textures are a bit noisy and I think its killing some of the detail instead of adding to it.
I totally agree with your warpet idea. I put a carpet on my first concept but not on the stairs. I did what you said and it's really a good idea. For the trims where walls met the floors I'll try to do my best for that but I always keep this thing in mind when I create an object
"The dias itself is starting to feel a bit like a dart board as well" : Ahahah this one is not so wrong I don't want to change that right now because I still have many things to do. I think the fact that the lighting isn't really good doesn't help the viewer either.
@DeusExMatteo : Thanks! I'll do my best to finish this in time
@r4ptur3 : God !! I don't wanna be in your office Thanks!
@garagarape : I just made a "superb " artwork for you
In fact it takes place in a cemetery and can be accessed by a "dunno the word in english (in french either btw ))
"May be a guardrail arround the center rostrum" Oh yeah this idea isn't bad. I'll probably do that if I have the time.
@Vig : Thanks!
By noisy you mean dirty or something like that ?
Here is a quick video to see the specularity on the ground for d1ver . You can see that specularity is ok I think, but cubemap is not and I don't want to tweak the specularity before the lighting was done. ==> http://gaetm.free.fr/3d/2009/UC2009/UC2009_spec_floor.avi
And here are some screens :
The carpet as nfrrtycmplx said :
Btw you can see the new color on the stairs. I thinks it's easier to read.
I'm currently working on the pillars :
Artwork :
Hi-Res :
And a quick test in UT with a crappy unwrap just to see if the bake was good.
(1198 tris)
An exe-cushion chamber in a mausoleum
with a "Welcome your Majesty" carpet!
You're killing me GoSsS
The red color brings a lot to your scenery though.
I'm gonna have myself a tisane, or two.
"The best served electric chair in the world. A place you can die violently but with a glass of whine, and your tomb is not far away too!"
btw it's too bad we can't see on a static image the reflection on the floor you showed on your video~
It looks great, i'm waiting for some more advanced stuff and a zoomed out screenshot to give you feedback... keep it up!
You want more red?? so here's some red just for you
Pillar :
Could you add few giant ladies
dancing arround those big poles please?
We miss you here at F@#¨^4.
Fun parameter verry low...
Kipideup!
Arches, Stained glasses and a sort of balcony added.
Lighting is totally wip.
Golding reflections on the pillars are due to the shitty cubemap.
And here are some Hi-Res :
All the concrete details etc are added after with crazy bump.
I feel that the windows could be a lil bigger but well assuming it's underground, why not. The 2 things that bug me are the choice of the painting, maybe too much famous which make me wonder : why build a so much sophisticated building to end up with a painting reproduction overlooking all the place O.o; , then 2nd point, the windows are too much photoshop filter obvious
- AJR
I think you're in the same boat my team's in, we got all these little assets we want to show off, but only 2 shots to show them in and the scale of our scene's too big. It's painful balancing the two.
Anyway, best of luck figuring it out!
I agree with some of the crits, you could maybe actually make the whole room smaller, you'd lose some of the vastness obviously, but reinforce the crypt-like idea you were originally going for. When I initially saw those pillars, I really didn't think they were so huge.
I don't think you need that painting on the ceiling, go with something simpler, and don't hesitate to keep that area darker, that isn't your scenes focal point you might confuse your viewers with such an information heavy area there.
You should find your two final angles and focus on them too!
gogo, you can make it!
For the painting I don't think we'll really see them in the two final shots so it's not a real problem.
For the stained glasses, yeah it's the photoshop filter but right now I don't have many time to change that and I don't think (as you can see on the bottom of this post) we'll see these stained glasses really well.
@Kp : thx!
@ParoXum : Thanks!
@AJR : Yeah I'll play with the FoV for sure
@crazyfingers : Yeah I understand your point but I don't think it's a good thing to show everything of your scene. I don't really care if guys don't see all the details i putted on the pillars or on other stuff. I want them to like my scene.
@Bal : Thanks mate !
Yeah you're right about the size of the room. That was my first idea to have a big room. It would have been simpler if I planned a smaller room but now I can't go back, It would be too much work
@D.Woope : I think it's an excellent idea put some 800s and SD, maybe some tables too ? BBQ ? Roflcopter or something like that ? ... No, seriously; I don't understand your post
So here's an update:
First; the Hi-Res of the generator (yeah yeah we need some electricity for this chair )
Some wires here :
Yeah Polycount factory !!
Here's the low poly in the UDK with a crappy lighting and some quick textures :
polycount : approx. 13k tris and a 2048² (I know it's kinda big but this asset will be seen really close
Here are the beauty shots (I'm not really good for placing camera ... is this interesting ? can't I have better ?) It's WIP, nothing final.
I think it's interesting but maybe I'm wrong and it's totally baadddd !
And finally (yeah I promise, after that, no more images ) a quick paintover for some lighting ideas.
What do you guys think of this ? too dark ? too light ? too bad ? too good ?
Don't hesitate to paintover it if you think it sucks
Thanks in advance .. time to sleep.
Your new shots sold me on your setup, has an ominous feel and those windows look kick arse. The single godray bothers me, with so many windows you should have more than one ray, UNLESS you were to bust up one of those windows, to explain why a lot more light is coming out of just one of those windows.
The ceiling mural is a nice addition, but it's too muted. Could use a little bit of light coming from the direction of the godray, just a touch, don't want it dominating the scene.
The new generator is also really nifty, dig it. But the lighting on it's flat, white, you need some ambient reddish lighting on it coming from the center of the room, you can adjust the lighting channels on the generator to accept a new light channel, and adjust the new light not to affect the standard channels so you don't oversaturate the rest of your scene with the new light.
Grats on the progress. Keep on truckin'.
The cables on the ground brings a lot too.
Go go go!
And the second one, well, it feels like there's nothing because the walls behind the chair are blank, you've got tons of details on the generator but you're not using that advantage in the beauty shots.
Very cool generator btw ^^
@Crazyfingers : I broke some stained glasses and added some more god rays. Ceiling isn't really visible on my scene so I don't think added light on this area is really an important thing but with the new omni in my scene the ceiling is automatically lighted with bounces
Lighting on the generator was totally crap. I just added some lights to see something in this area
@garagarape : Thanks for the comparison to benoit-techno style but i hope this is the only thing we have in common
@fei-rukawa : I placed some more cameras trying to find new interesting point of view.
Please let me know what you think about the new stuff and which points of view you prefer !
Thanks in advance.
I'd go with 1 and 3 personally.
The first shoot!
a little closer and against diving, with darker shadows for better contrast and bring out volumes.
Hurry up !
and back to l4d2 :poly142:
all your real cool stuff is by the chair, hopefully you get one angle up close to capture all of it
stained-glass. Could be a comic book cover.
I like the contrast between the big powerfull generator
and the small wooden chair.
This picture "composition" is best me think.
ps: Are those housePlants made of plastic
because it is in a crypt away from the sunlight?
@Emile Mujanovic : Thanks a lot
@Zoffty : Thanks. I'll try your idea tomorrow (last day)
Yeah Left 4 dead 2 roxx, i'm happy to finish the UC to play more
@3dskillet : Thanks!
@garagarape : Thanks mate. We have 2 beauty, so, it's not a problem id we can't see the stainded glasses on this one, but we have to see them on the other shot
For the plants : in fact it's a tree outdoor. Just imagine trees around the crypt on the artwork I posted on the first post of this page
At the beginning, I should admit that I wasn't a big fan of your entry just cause I wasn't sure where you'll go with the first lighting ; but then you turned on the light and BOOM, we can see all the nice details and efforts that you put on each elements of your scene and a cool atmosphere !
My favs shots are 1 and 3!
Really nice job ! :thumbup:
"Pretty....Pretty....Pretty good !" 8)