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The Portal
About Truespace Archives
These pages are a copy of the official truespace forums prior to their removal somewhere around 2011.
They are retained here for archive purposes only.
The Portal // Work in Progress
Post by kena // Dec 15, 2007, 3:40pm
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kena
Total Posts: 2321
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OK... I made these splines, and I made some rings and welded the splines together, and welded the rings together onto a base....
Now I just have to do some texturing. |
Post by kena // Dec 15, 2007, 6:55pm
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kena
Total Posts: 2321
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OK - I need some advice/opinions here.
Which of these look better.
The first one has rust on it, and the second one, I painted the inner rings flat black to make a bit of an illusion that there is blank space or deep shadow there.
10105
10106 |
Post by Dragneye // Dec 15, 2007, 8:23pm
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Dragneye
Total Posts: 602
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The first one.
The black is too dark. Maybe if you go more towards grey; I feel that something that old should have more worn edges, and the patina would swallow some light, so the effect of the light seems too deep. Then again, it depemds on the scene. Will it be in a scene? The finished scene light placement will affect the sense of depth in there also. |
Post by W!ZARD // Dec 16, 2007, 2:27am
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W!ZARD
Total Posts: 2603
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A good start Kena - not sure of the size of this portal of yours though - the rust patterns look great but suggest we're looking at a medium sized sprocket or similar object rather than a man-sized or larger portal |
Post by 3dfrog // Dec 16, 2007, 8:19am
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3dfrog
Total Posts: 1225
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I agree with dragneye. The black is too dark. I like the contrast but would tone it down a little. It doesn't look natural so black. |
Post by butterpaw // Dec 16, 2007, 8:39am
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butterpaw
Total Posts: 831
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Cool portal, can we go through there soon? :D
I also agree the black is too strong.. brownish gray perhaps?
I guess you had some "'splining to do", huh? :p |
Post by rjeff // Dec 16, 2007, 10:28am
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rjeff
Total Posts: 1260
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Hmm.Kena..I tell you what I would do if it were mine...but hey this is just me...I would have the dark area light up...be kinda neat. |
Post by jamesmc // Dec 16, 2007, 11:25am
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jamesmc
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I just hope no Go-ahool (spelling?) pop through that thing. :D |
Post by jayr // Dec 16, 2007, 11:27am
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jayr
Total Posts: 1074
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I just hope no Go-ahool (spelling?) pop through that thing.
goa'uld i think? |
Post by Burnart // Dec 16, 2007, 1:18pm
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Burnart
Total Posts: 839
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I really like the rust texture - is that a simbiont thing?
Is it possible to do a darker version of the rust texture - kind of half way between the two maybe not even dark, just dark enough that it does what you want and emphasises the depth and separation. |
Post by hemulin // Dec 16, 2007, 1:25pm
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hemulin
Total Posts: 1058
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I just hope no Go-ahool (spelling?) pop through that thing. :D
Nah, just Ori warships. A stargate was the first thing that popped into my head when I saw this. Nice one Kena! |
Post by kena // Dec 16, 2007, 2:38pm
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kena
Total Posts: 2321
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Well... It's not exactly a stargate. In THIS world, there used to be great wizards who could travel to other places through their specially constructed Portals. In a deep tunnel, our hero discovers that not only does magic keep the old tunnel clean, but there is a portal that was left open... I will put the inside of the portal later, but here is what I have so far...
And I am using Simbiont textures indeed. |
Post by kena // Dec 16, 2007, 3:17pm
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kena
Total Posts: 2321
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And for lighting.. I figured I would just use a couple of spotlights. |
Post by Dragneye // Dec 16, 2007, 7:47pm
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Dragneye
Total Posts: 602
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NOW I see why you needed to consider darkening it (the sections don't show from that angle). Well one idea is to enlarge the inset space so it shows more the 'sections'. Or, put a small light near the side of the portal to create the shadow needed, accentuating the high and low parts. Any lighting from the front will tend to flatten the view, or shadows. |
Post by kena // Dec 16, 2007, 8:40pm
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kena
Total Posts: 2321
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I think I like the idea of darkening them more...
which color of gray looks best? 80? 40? 20?
10119
10120
10121 |
Post by Dragneye // Dec 16, 2007, 9:55pm
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Dragneye
Total Posts: 602
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If these are the choices, then I pick 2. |
Post by kena // Dec 17, 2007, 5:50am
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kena
Total Posts: 2321
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Changing the depth of the innards doesn't really help, so I tried a slightly different map on the rust...
How about this? |
Post by Nez // Dec 17, 2007, 6:23am
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Nez
Total Posts: 1102
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Kena
I like the rust but think you could possibly do with toning down the brickwork before adjusting the rest any more - it's very 'strong' at the moment and makes for a very busy texture to the scene as a whole and prevents the prtal from standing out so well. Just my feeling on the matter though - you may want to see what others think on that... |
Post by jayr // Dec 17, 2007, 6:51am
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jayr
Total Posts: 1074
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The brick texture looks a bit too harsh and shiny, could do with toning down a bit. any ideas on how your going to do the lighting? With some creepy, moody lighting this could be a great pic. |
Post by Dragneye // Dec 17, 2007, 8:41am
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Dragneye
Total Posts: 602
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The original map I think was more effective. The spaces and rust now look too washed out. Maybe a setting between 40 and 80. Can you hand-add some varience of the base color (gray) in that space? That may be your best solution. I also agree abt the shinyness; too much. The brick may be ok if thats what you want, but the tiles must be more aged if the portal is that old. |
Post by kena // Dec 17, 2007, 4:27pm
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kena
Total Posts: 2321
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OK... How about this one?
10132
or even add a dirty floor?
10133 |
Post by Steinie // Dec 17, 2007, 5:21pm
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Steinie
Total Posts: 3667
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I can see the ceiling texture used also on the floor instead of the checker board. Make it looked stained and grimey |
Post by kena // Dec 17, 2007, 6:12pm
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kena
Total Posts: 2321
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No self respecting wizard would use cement for a floor ;) |
Post by kena // Dec 17, 2007, 7:21pm
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kena
Total Posts: 2321
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did I mention that I was only going to be using 2 spotlights to actually light this thing? The extra light is just there for me to see with. This is more like what the final render will be. Should I bend the upper pipe to the floor on the facing wall or just let it fade to the left at the top?
10136 |
Post by kena // Dec 17, 2007, 9:59pm
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kena
Total Posts: 2321
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Last update today... I think this one is almost done. The pipes now stain the wall and I've sprung a small leak. |
Post by TheWickedWitchOfTheWeb // Dec 18, 2007, 12:35am
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TheWickedWitchOfTheWeb
Total Posts: 858
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Regarding the recesses, if you can't add/move lights to create the necessary shadow and are prepared to paint the indents separately, why not use the the same rust texture as the main piece with adjusted shader settings to darken it slightly? It would match up much better and be more convincing than a band of solid colour. |
Post by kena // Dec 18, 2007, 5:57am
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kena
Total Posts: 2321
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How about this then? I used the same texture, but took out the bump map and reflectance, so it matches the colors. |
Post by rjeff // Dec 18, 2007, 6:15am
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rjeff
Total Posts: 1260
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works for me Kena...you see the variation, but it still flows. |
Post by butterpaw // Dec 18, 2007, 6:19am
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butterpaw
Total Posts: 831
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I like how this is coming along kena ^_^ |
Post by jayr // Dec 18, 2007, 6:33am
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jayr
Total Posts: 1074
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the brick texture is a lot better now. Start thinking about your light sources now, where are those spot lights coming from? i always liked to use an IBL for a general 'backround' light then spots or an infinate light as a main light, i works quite well. |
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