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Creepy Dungeon
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.
Creepy Dungeon // Work in Progress
Post by Burnart // Jan 3, 2008, 4:55pm
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Burnart
Total Posts: 839
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I may try this as a dribble render cause that can do displacement very well at the render stage without adding any geometry.
Displacement mapping and sharp corners in Dribble are not good bedfellows! I keep messing around with this problem and I find the corners have to be rounded with more geometry and there are issues with uv mapping because of the edge rounding. I'm trying to do it with building exteriors and it always seems too rounded.
If you want a few chunks from and nicks in the stone work why not just do it via geometry? Use that in conjunction with some normal mapping might suit you purposes better. There is a plugin for Gimp that you can find which converts grey scale images into normals - its not perfect but can be useful.
Having said all that I really like what you are doing here with the colours and textures etc. Keen to see how this develops. |
Post by jayr // Jan 4, 2008, 12:56am
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jayr
Total Posts: 1074
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thanks Burnart but i did make the normal maps from the textures to begin with, part of the problem is tha the wall texture is quite even, nothing sticking out too much, so the normal mapping doesn'y produce anything too dramatic. |
Post by W!ZARD // Jan 4, 2008, 1:48am
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W!ZARD
Total Posts: 2603
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thanks Burnart but i did make the normal maps from the textures to begin with, part of the problem is tha the wall texture is quite even, nothing sticking out too much, so the normal mapping doesn'y produce anything too dramatic.
I get around this issue by using the plug-in to te GIMP Burnart refers to - it gives you a selection of different algorithms for working out different degrees of 'bump' (or 'normality' or apparent textural roughness - there must be a proper word for it!). In addition you can use any 2d picture editor to adjust various levels, contrast, brightness, colour depth and so on of a copy of your feference image to pick out specific details - like occasional bricks that protrude more than most, or to emphasize the mortar and brick heights.
Finally, you can make a handful of 'hero' bricks by creating fairly simple cubes to sit against the wall - by positioning them against bricks in your texture and boolean or glueing them to the wall you can create the impression of more geometry than there really is.
Hope This Helps because this is a great picture. |
Post by jayr // Jan 4, 2008, 12:30pm
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jayr
Total Posts: 1074
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An experiment with Dribble. The displacement was set to 0.1, the same texture in applied to each surface, except the floor which has the original one still:
http://www.lothissen.co.uk/DribbleTest001.jpg |
Post by 3dfrog // Jan 4, 2008, 2:44pm
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3dfrog
Total Posts: 1225
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oh nice that looks great with displacement. Really adds depth and realism. Yeah, I think a slight displacement on the floor will liven it up. Vewy Nice! |
Post by W!ZARD // Jan 6, 2008, 5:45am
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W!ZARD
Total Posts: 2603
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Yeah that works! |
Post by Steinie // Jan 18, 2008, 2:53am
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Steinie
Total Posts: 3667
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Knock Knock Knock is this thing on?....:rolleyes: |
Post by jayr // Jan 18, 2008, 12:46pm
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jayr
Total Posts: 1074
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Still going, just tweeking some textures and reworking a warrior model to go in it. I'll probably have something new to post over the weekend (hopefully :o) |
Post by jayr // Aug 28, 2008, 8:02am
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jayr
Total Posts: 1074
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decided to resurect this one. I kind of stopped working on it because i used the 'archive project' option on it just before i wipped my hard-drive and later found out several objects and textures had been lost.
I recently started going thru the 'architecture' tutorials and decided to spruce this project up with what i got from it, so here i am starting from scratch, rendered in vray this time. No texture on the walls yet but they won't take a lot of time. Figuring out how to match the original lighting in vray will though:
http://www.lothissen.co.uk/creepy001.jpg |
Post by jayr // Aug 28, 2008, 11:37am
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jayr
Total Posts: 1074
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altered the lighting to be more like the original, but i added the shaft of light from the cross section ahead to give the impression that thats the way out:
http://www.lothissen.co.uk/creepy002.jpg |
Post by Luis Saavedra // Aug 28, 2008, 11:41am
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Luis Saavedra
Total Posts: 71
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that looks very good, and of course creepy!, are you renedring for pictures or video? |
Post by jayr // Aug 28, 2008, 11:52am
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jayr
Total Posts: 1074
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just for a still image for now, haven't really got any plans to animate this |
Post by Luis Saavedra // Aug 28, 2008, 11:55am
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Luis Saavedra
Total Posts: 71
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I was watching your web site and there are great renderings, the Blade Runner ones are the best! The Pris painting looks excellent! |
Post by Luis Saavedra // Aug 28, 2008, 11:59am
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Luis Saavedra
Total Posts: 71
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I´m a very big fan of Blade Runner, best sci fi movie ever!.
Is this " LothIssen" a story you are wrinting? and if is so what is it about? |
Post by jayr // Aug 28, 2008, 12:30pm
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jayr
Total Posts: 1074
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Thanks Luis, i love Bladerunner, reserved it the minute i knew the new version was coming out last year.
The lothissen thing is a story i've been working one but it's been a bit stalled lately. It's a fantasy adventure set in a dark-age type world. It's about a 16 year old boy whose father disappears and is then forced on the run to find his father and escape the people who may have kidnapped him. All the time dodging trators, assasins and spys who want to find out what his father knw before he went missing.
It's getting a bit longer than i planned, i may do some shorter backstories before i do anymore on it. |
Post by Luis Saavedra // Aug 28, 2008, 12:55pm
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Luis Saavedra
Total Posts: 71
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That sound great! do you have any images or storyboards? you could take that into a movie or Tv series. And I also loved the final cut of Blade Runner, the documentary was excellent, you should read "FUTURE NOIR, THE MAKING OF BLADE RUNNER" by Paul Sammon, describes in detail everything! |
Post by jayr // Aug 28, 2008, 1:01pm
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jayr
Total Posts: 1074
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That sound great! do you have any images or storyboards? you could take that into a movie or Tv series.
I was kind of planning it to be an animated series. I've got the story line of about 5 episodes of about 30 min each planned out. no story boards yet though. Stuck in character and location design right now.
And I also loved the final cut of Blade Runner, the documentary was excellent, you should read "FUTURE NOIR, THE MAKING OF BLADE RUNNER" by Paul Sammon, describes in detail everything!
Already have :D
i love the little thumbnail sketches in there that ridley scott did for the street scenes and deckards apartment. |
Post by Luis Saavedra // Aug 28, 2008, 1:05pm
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Luis Saavedra
Total Posts: 71
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He can really draw, I think he was a designer before making movies. |
Post by jayr // Aug 28, 2008, 1:06pm
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jayr
Total Posts: 1074
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He can really draw, I think he was a designer before making movies.
the drawings always remind me of Moebius' artwork, maybe it was a style that was around when they both went to art school |
Post by Luis Saavedra // Aug 28, 2008, 1:17pm
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Luis Saavedra
Total Posts: 71
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Yes, Moebius is another great artist, "THE BLACK INCAL" comic book is something strange, sci-fi, political,a lot of things at the same time. |
Post by jayr // Aug 28, 2008, 1:27pm
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jayr
Total Posts: 1074
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i read the incal a while ago. Quite good, really odd though.
have you seen these, Moebius' character designs for a version of dune that was never filmed:
http://www.jd.gosling.btinternet.co.uk/dune.htm |
Post by Luis Saavedra // Aug 28, 2008, 1:55pm
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Luis Saavedra
Total Posts: 71
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Never seen them, but they´re great, classical Moebius art, like Arzach. The funny thing is that Jodorowsky is Chilean, but he dosen´t live here anymore, and he had directed different strange movies like "El TOPO" very surreal.
That could have been a great team to make DUNE, I like the David Lynch version but somehow fails to present the story, but the Toto music is great! |
Post by jayr // Aug 31, 2008, 11:59pm
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jayr
Total Posts: 1074
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added the green light in the distance, they'll all need tweeking i think but i'll leave any more messing with the lights till the texturing is done:
http://www.lothissen.co.uk/creepy003.jpg |
Post by Nez // Sep 1, 2008, 12:18am
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Nez
Total Posts: 1102
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Cool to see this scene making a comeback - I like the shadows etc but the light colours seema little un-natural at the moment - although I guess that's at least partly deliberate... doesn't yet have quite the gloomy charm of the earlier version... but you always come up with interesting stuff, so I look forward to seeing it progress (again)! |
Post by jayr // Sep 1, 2008, 12:32am
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jayr
Total Posts: 1074
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Thanks Nez, yeah the foreground looks a little pink right now, i added a white light to try and bright the brightness up a bit, who knew white and red made pink ;).
I noticed that it got a lot darker when i added the stone textue so i'm leaving the lighting till i'm closer to getting the textures right. |
Post by Nez // Sep 1, 2008, 12:35am
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Nez
Total Posts: 1102
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Yeah, I never knew that about pink ;) Perhaps make sure you're 'white' light gets a touch of yellow into get a more orangy feel - assuming you're after a more fire-lit look....
And probably right about the textures darkening it up too - I tend to start playing with lighting too early and then struggling to get it back to a feel I liked... |
Post by jayr // Sep 1, 2008, 7:48am
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jayr
Total Posts: 1074
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Yeah, I never knew that about pink ;)And probably right about the textures darkening it up too - I tend to start playing with lighting too early and then struggling to get it back to a feel I liked...
It kind of makes sense, you go from a flat gey wall to one with colour and secularity changes, it's going to change the way the light works. |
Post by jayr // Sep 3, 2008, 10:53am
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jayr
Total Posts: 1074
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I've UV mapped the vault ceiling and added an image map (no normal map yet), still need to finish the mapping on the arches though. Temp texture on the floor:
http://www.lothissen.co.uk/creepy004.jpg |
Post by jayr // Sep 25, 2008, 2:51am
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jayr
Total Posts: 1074
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done the mapping on the arches and finished on of the textures. Right now everything's repeated i'm going to see how that works with the lighting, if it's noticeable i'll change some of them:
http://www.lothissen.co.uk/creepy006.jpg |
Post by jayr // Sep 25, 2008, 4:31am
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jayr
Total Posts: 1074
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ok early lighting shot woth new textures, i think i'm finally ready to revuild it properly and add the characters.
I was poking about in one of my old hard-drives the other day and found the old project, so i can bring in the monster an the original props too.
http://www.lothissen.co.uk/creepy007.jpg |
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