WIP - Addicts gamble - Critique me please

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WIP - Addicts gamble - Critique me please // Work in Progress

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Post by tscorpio // Nov 25, 2007, 4:27pm

tscorpio
Total Posts: 84
I almost didn't post this here, it's as much (if not more) Photoshop post editing than anything else, put what the heck!. I always appriciate your feedback and Like always, I can take constructive criticism all day.

So let me have it!!!!



Software used:

TrueSpace 7.5

DAZ Studio

Simboint

Apophysis

Photoshop

Post by jamesmc // Nov 25, 2007, 5:16pm

jamesmc
Total Posts: 2566
ow! that looks painful. :)


Well, the old adage about gambling holds true -


- many must lose in order for few to win



I would give the dice (die?) more emphasis and maybe show "snake eyes"


I would have the arm coming out towards the viewer rather than a side view


I would have the scene come out of a similar cracked dice throwing table or something similar (craps table) rather than just darkness



I do like the concept, lot of fascinating things to play with!


I like best the cracked arm and the ulterior meaning of falling apart - I think that is the strength of the image.

Post by tscorpio // Nov 25, 2007, 6:32pm

tscorpio
Total Posts: 84
Yea, I see what your saying.


There's a size limit on what can be posted, so here's a zoom in of the dice (die?) that shows more detale. I think it helps make the meaning a little clearer.


Actually, looking at the closeup I'm wondering if maybe I should just forgo the fore arm and just concentrate on the hand part, that would make the dice (die?) easier to see.


I really wanted the hand/arm to look hollow - like a cracking shell - Haven't gotten that look quite right yet. HMMMM!!!!!!!!

Post by jamesmc // Nov 25, 2007, 6:45pm

jamesmc
Total Posts: 2566
Well, hollow look...


You will need some translucency and perhaps some small light peeking through the cracks.


Glitz of casino lights piercing the hollow arm of gambler - not a bad concept. :)



fleshless, soul less arm emptied by vice...

Post by W!ZARD // Nov 25, 2007, 10:24pm

W!ZARD
Total Posts: 2603
pic
This is nice - I can't think of anything helpful to say othert than I prefer the close-up viewpoint. I find the disconnected arm a little disconcerting - I keep wondering what's holding it up? The close up shot doesn't present that visual disconnection and implies there is an entire gambler just out of shot.


HTH

Post by butterpaw // Nov 26, 2007, 1:39am

butterpaw
Total Posts: 831
pic
I like this a lot, particularly the 'hand view', and yes, work on the hollow look. You are really onto something ... the skulls in the dice (one die, two dice) are good too

Post by Jack Edwards // Nov 26, 2007, 4:31am

Jack Edwards
Total Posts: 4062
pic
This is very nice.

I think the part that is missing is that decay/old = dust and the air is very crisp and clean. My thought would be to add volumetrics and floating debris..

Post by tscorpio // Nov 26, 2007, 8:51am

tscorpio
Total Posts: 84
The more I think about it, the better I like the idea of a closer view showing the hand and just a bit below the wrist.


The biggest problem is conveying the idea of the hand being a hollow shell.

I'm thinking I need to have more & bigger peices missing so you can actually see some of the inside.


Right now I'm using transparency maps and adding "thickness" in Photoshop. I don't belive I could get conviening cracks & holes through modeling. (I don't know how anyway, if anyone has a way let me know!)


I really like the idea going on and can see some more images using the same cracked shell theme. Hmmmmm!!! Maybe it's shader development time!!!!

Post by W!ZARD // Nov 27, 2007, 11:52pm

W!ZARD
Total Posts: 2603
pic
Yeah you are definitely on the right track here. Using transparency maps is the way to go - not that you can't do it with actual geometry just that it's probably a lot easier.

Post by tscorpio // Nov 28, 2007, 5:01am

tscorpio
Total Posts: 84
The only thing about transparency maps is there's no way to get "thickness" around the edges. Right now I'm using photoshop to fake it.


I've been wondering if there would be a way to generate cracked hollow objects with some thickness.


What if:

You have a two versions of the object.

The first has a displacement map of the inverted cracks image applied to it. That would "Puff out" the object with the crack areas being low spots across it.

The second is a smooth version of the object that will reperesent the interior.


Put the two in the same location, scale the smooth one up a bit and subtract it from the one that had the displacement image applied.

Wouldn't only the "peaks" of the object remain (?)


I'm not at home right now to try it out, but it sounds good in theory (??)

Post by W!ZARD // Nov 29, 2007, 5:12pm

W!ZARD
Total Posts: 2603
pic
The only thing about transparency maps is there's no way to get "thickness" around the edges. Right now I'm using photoshop to fake it.




Here's something that you could try - I've not used this technique myself but I've read about it. Make a series of copies of your hand model each very slightly smaller than the previous one. By using the same transparency map with a different texture for the interior models you should be able to create the effect of thickness.


Another suggestion (and again I don't know how successful this would be given the complex shape of the hand) would be to try using the Shell tool (model side). If you are able to acheive a good hollow hand then you could subsequently boolean subtract odd shaped segments to create the effect you're after.


One thing I've learned with trueSpace is that there is almost always a way to get what you want from it with sufficient perseverence and ingenuity - it's the main reason I use it and love it so much!!


Hope this helps


WZRD
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