Creepy Dungeon

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Creepy Dungeon // Work in Progress

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Post by jayr // Dec 26, 2007, 2:02pm

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Realised i haven't posted an image for ages so heres one i've just started, still loads to do. Most of the textures are just temporary, exept the floor, i might keep that one.

It's inspired by a game i had on the Snes years ago, can't remember what it was called, Dungeon Master or something like that. Anyway here it is:

http://www.lothissen.co.uk/TEST001.jpg

Post by 3dfrog // Dec 26, 2007, 4:01pm

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Looking nice jayr

Post by W!ZARD // Dec 26, 2007, 8:39pm

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Spooky and ooky! This looks promising. I have some similar images from a real-time 3d environment I've been working on recently.

Post by kena // Dec 27, 2007, 5:30am

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very nice. the slight tilt to the camera adds to the suspense.

Post by jayr // Dec 27, 2007, 1:26pm

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Thanks

Wizard: it's amazing what can be done in the realtime environment in the workspace. I'm always aware now that the images i make in truespace look like games you can play now, the quality of what can be done in realtime has improved a lot faster than my 3D skills!


Kena: I wanted to put an angle like that in because it'd look a bit boring as a simlpe eye-level shot down a square tunnel. Thanks for noticing.


There are going to be a few extra bits added to theis yet but i'm trying not to get too obsessive with this and get it done quickly.

Post by jayr // Dec 28, 2007, 7:07am

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A small update:

Altered the floor texture, removed the roof for now and add a discared shield and put in new pillars. I want to add some bones and other weapons to show evidence of other less fortunate adventurers. Also, does anyone know if you can repeat a specular map in truespace's material editor (modelside)? Anyway hers a the pic:

http://www.lothissen.co.uk/TEST002.jpg

Post by jayr // Dec 28, 2007, 12:17pm

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Altered the shield texture to make it look more battered and mouldy, still a bit too shiny though:

http://www.lothissen.co.uk/TEST003.jpg

Post by jayr // Dec 28, 2007, 2:29pm

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Added a sword and something thats supposed to look like a half eaten rib-cage. Also changed the pillar and floor textures:

http://www.lothissen.co.uk/TEST004.jpg

Post by splinters // Dec 28, 2007, 2:35pm

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That is much better, and I like the skewed angle too...:D

Post by kena // Dec 28, 2007, 2:42pm

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It does look a bit cheerful now doesn't it? Maybe turn down the Specular to get rid of the shine, or change the color of the specular to green and add a stain of water on the floor near the walls here and there.

See if you can break the sword so it is not usable for your gamers. That way they know that they cannot pick it up.

Post by Steinie // Dec 28, 2007, 3:15pm

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What a huge improvement from the last render! I would consider a torch on the left wall.

This does remind me of Dungeon Master in the old days.

Post by TheWickedWitchOfTheWeb // Dec 28, 2007, 3:28pm

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Way to go! So glad you changed the floor texture. It's suddenly taken on a real life. I like very much.

Post by jayr // Dec 28, 2007, 4:41pm

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thanks for the comments guys (and gal)


Steinie:i was actualy thinking of addind a torch but held by the 'viewer' with a weapon in the other hand. If i decide against that i'll put one on the wall.


Kena: Specualrs are too high on the pillars and the shield, i'm still working on the specualar and diffusion maps so that'll get changed soon. Hopefully so the 'shine' is only on the slimy bits.

Post by jayr // Dec 29, 2007, 2:04am

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I'm off to collect some more texture today so hopefully i'll have something new to post tonight.

It's great having a gothic cathedral in the city you live in :D

Post by W!ZARD // Dec 29, 2007, 4:47am

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V E R Y N I C E! I was smugly thinking my dungeon pic was better than yours but you've just blown me right out of the water!! This is great Jayr, and I love the slightly skewed perspective - good work indeed!

Post by MadMouse // Dec 31, 2007, 1:13am

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Very nice indeed Jayr. Is anything going in the middle of the passage? (Looks like a good place for a troll :D:D)

Post by jayr // Dec 31, 2007, 5:23am

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Very nice indeed Jayr. Is anything going in the middle of the passage? (Looks like a good place for a troll :D:D)

Is he available for hire?

A very quick update, hopefully most of the textures for the pillars and walls will be finished by the end of today, right now i'm just repeating some of them to see if they work, I might bring the monster closer but i'd have to model it better then :o :
http://www.lothissen.co.uk/TEST006.jpg

Post by Ambrose // Dec 31, 2007, 6:30am

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Really likes this last one, only thing misisng might be some candles or lights...



Nice progress, first image didn't give any feeling at all, this last one is almost done and expressing great mode ;)



Keep up the good work!



SeYa/Ambrose...

Post by jayr // Dec 31, 2007, 7:19am

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thanks anbrose, thats sort of how i work.

Throw a quick scene together using basic textures and lights and then start to replace them one by one till i get what i'm after.

Post by Dragneye // Dec 31, 2007, 1:32pm

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Very nice scene jayr. Lookin 'moodily great'. :)
I do agree that a Slight lightening of the foreground is needed, but... if you add any character, then it should stay basically as is (the character being brighter of course)

Post by Steinie // Dec 31, 2007, 8:10pm

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When I design a new piece I try to be creative and original. When I look at your tunnel scene I keep picturing a man cowering behind the shield on the left with a terrified look on his face. His hand outstretched toward the viewer in a "Stop you don't want to go down there" meaning to us the viewer. Makes the viewer start to wander what kind of horrid creature awaits.
Just another viewpoint for you to toss around.

Post by kena // Dec 31, 2007, 9:08pm

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Really likes this last one, only thing misisng might be some candles or lights...



Nice progress, first image didn't give any feeling at all, this last one is almost done and expressing great mode ;)



Keep up the good work!



SeYa/Ambrose...

From the way the lighting is currently set, it looks like the ceiling (when you put it in) should have holes in it to let in the light.

Post by jayr // Jan 1, 2008, 12:48am

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Those are some good ideas Steinie & Kena, i might just rob them ;)


Kena: i see what you mean about the lighting, the bright spot in the middle distance, i might put some bricks on the floor as if theres been a cave in. Could help to add to the aged feel of the place.


Steinie: A Very good idea, i was toying with puttign a few characters, like a band of classic fantasy adventurers, running opposite ways down the cross section in the middle, not too sure i want to spend months on this though so putting a few closer to the camera could be a good compromise.

Post by jayr // Jan 1, 2008, 1:01am

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Finished the wall textures last night and started to add a ceiling. I also altered the light which was only temporary to begin with and it'll probably change a few more times before i'm done, it's gone a bit too dark now:

http://www.lothissen.co.uk/TEST007.jpg

Post by 3dfrog // Jan 1, 2008, 6:31am

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Hey Jayr


Your dungeon would be great for an animation I want to do of a trapped demon. Would you be interested in letting me use your structure for the animation? It would be a good collaboration.


Attached is a picture of my demon made with creature creator. I think he would look cool in your dungon moving around. I got him all rigged.

Post by jayr // Jan 1, 2008, 7:29am

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I hate to say it 3DFrog but this scene is really simple, i mean REAALLY simple. It's a few cubes with textures on them and three shadowmaped omni lights, look:
http://www.lothissen.co.uk/Wire.jpg

You could co something similar really easy i think.

Still, if you want to use it, give me credit for my bits and let me know what you're planning we can talk about it, send me a PM or something

Post by tscorpio // Jan 3, 2008, 7:57am

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Personally I would apply a displacement map to the walls, ceiling and floor so the bricks actually protrude out some.

Not all the walls ceilings and floors though, just the ones close to the camera where you could actually tell.

That should also get some interesting shadow play going as well ;)

Post by butterpaw // Jan 3, 2008, 8:27am

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Jayr it is interesting to see how straightforward your model is.. because that is definitely not the impression the viewer gets. It looks wonderfully creepy, and of course one images more room off those side passages and such..

Very nice! It's no wonder that 3dfrog is interested in it for his animation ;)

Post by jayr // Jan 3, 2008, 2:30pm

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Personally I would apply a displacement map to the walls, ceiling and floor so the bricks actually protrude out some.

Not all the walls ceilings and floors though, just the ones close to the camera where you could actually tell.

That should also get some interesting shadow play going as well ;)


All the textures have Normal maps to add displacement but if you mean geometry displacement i did try it and the mesh has to be very dense to show something like a brick or the tiles on the floor.


I may try this as a dribble render cause that can do displacement very well at the render stage without adding any geometry. My plans for adding torches with pyrocluster would have to be altered though, it doesn't render in Dribble, may have to render seperate and comp in later.

Post by jayr // Jan 3, 2008, 2:32pm

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Jayr it is interesting to see how straightforward your model is.. because that is definitely not the impression the viewer gets. It looks wonderfully creepy, and of course one images more room off those side passages and such..


Very nice! It's no wonder that 3dfrog is interested in it for his animation ;)


Thanks butterpaw, i try to keep my stuff simple. Playing to my strengths i guess, i feel more comfortable with textures than modelling.
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