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Villa
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.
Villa // Work in Progress
Post by kena // Jan 28, 2008, 7:39pm
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kena
Total Posts: 2321
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OK. next subject for me. A Villa. I'm not sure yet if this will be an outside scene, or an inside scene. Maybe I will just model the whole thing and "take pictures" from different viewpoints. Or not. Haven't decided yet.
This will be my first model trying to use all or mostly all my own textures.
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Post by 3dfrog // Jan 29, 2008, 7:46pm
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3dfrog
Total Posts: 1225
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Looking good Kena. Look forward to seeing where you take this. |
Post by kena // Jan 29, 2008, 8:29pm
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kena
Total Posts: 2321
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This is all the far I got with it tonight. Need to decide if I want a slanted roof - second floor - flat roof - whatever. And I guess I really should put some sort of room at the end of the walkway. ;)
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So far I'm happy with my created textures... Had to stop in the middle to make new ones for the wood beams on the doors and windows. |
Post by butterpaw // Jan 30, 2008, 5:01am
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butterpaw
Total Posts: 831
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Cool columns Kena .. wonder what the poly count is on one of those ...
pretty though :) .. I'll take a few for my "castle in Spain" :D
would be a great improvement ... my first one was made from a cardboard refrigerator box ^_^
...the skylights are neat too ... |
Post by kena // Jan 30, 2008, 5:13am
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kena
Total Posts: 2321
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vertices 4472
faces 4218
Both the columns and the trees are pretty high poly-count. I always have to make up for that with the other things. :D
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Post by butterpaw // Jan 30, 2008, 5:20am
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butterpaw
Total Posts: 831
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Ah yes, indeed, ... I imagined so... but I really find the mesh so beautiful to look at :) |
Post by kena // Jan 30, 2008, 9:37pm
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kena
Total Posts: 2321
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wadda ya think? done?Comments? Crits?
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Post by Steinie // Jan 31, 2008, 2:38am
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Steinie
Total Posts: 3667
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Kena, I like the unique columns you created.
Do me a favor and set your bump to .03 or less with your textures. Setup an infinite light with shadow on, yellow-ish orange color aimed to the lower left of the scene.
I'd like to see if that makes a difference. The modeling is cool but the textures seem a little extreme. (I also wanted to get some warmth into the render).
If you have time add a few tall jars into the scene.
If your deadline is for the Gallery Contest I understand. |
Post by Nez // Jan 31, 2008, 3:19am
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Nez
Total Posts: 1102
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Looking pretty good - a couple of thoughts/suggestions:
-the skylights are a nice idea but are a bit ineffective at the moment - they're quite small and don't show up very well when looking at the ceiling - perhaps the 'slab' thickness is a bit high, meaning you can't see the sky or anything through them?
-the ceilnig texture is a little blotchy, in a repetetive way (i.e you can see the blotches repeating along the ceiling)
-I like the idea of varying floor finish between the tiled section and stone/concrete section but to my mind the tiled section is too dark - it makes it look like the darker colour is due to shadowing, but then you get a bit of visual confusion with the lighter stone effect close to the building and see the extra light on th eouter edge from the 'sun'... Does that make sense? I'd just lighten the tiles up to make the floor more even...
On a final note - and Im not suggesting you change this - but I hope those columns aren't intended to be real stone... reinforced concrete might be ok, or 'fake' stone finish on a steel column, but I'm pretty sure real stone would collapse... but they look really cool! |
Post by W!ZARD // Jan 31, 2008, 4:06am
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W!ZARD
Total Posts: 2603
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Looking promising Kena - are these real time pics? If so playing with the Ambient Light settings might help with the issues Steinie mentioned. Just a thought.
Love those curvy columns too. |
Post by kena // Jan 31, 2008, 5:45am
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kena
Total Posts: 2321
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@W!zard - NO, this one is not real-time. My tree textures look horrible in real time, so I couldn't use it. The rest looks very good real time though. When I textured them for it, but as you can see here, this is the best I can get the trees.
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@Nez - I will try making the sky-lites bigger for you.
The ceiling texture is a 512x512 texture I made, so unfortunately, the repeat is there to stay :(
I will see about changing the settings on the tiles to make them liter, but it is a dark maroon.
I didn't want to consider practicality for the Columns... I just like them :D I'm sure a REAL architect could make it work.
@Steinie - I will try lowering the bump values, I usually put the shadows on an infinite lite for outside scenes, but I will try moving it and changing the color closer to orange form my bright yellow.
Tall jars... that may be nice.. I will see what I can do. :D |
Post by Steinie // Jan 31, 2008, 8:19am
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Steinie
Total Posts: 3667
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Kena,
Maybe you have a future in column design...:)
http://deputy-dog.com/2008/01/30/i-hope-those-pillars-are-strong/ |
Post by kena // Jan 31, 2008, 1:11pm
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kena
Total Posts: 2321
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hehe. you should see some of my other columns!
I may work on this some more tonight after the meeting. I still don't have anyone to compete against. <sigh> |
Post by W!ZARD // Jan 31, 2008, 6:30pm
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W!ZARD
Total Posts: 2603
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@W!zard - NO, this one is not real-time. My tree textures look horrible in real time, :D
I've obviously been away from LightWorks for too long if I can't tell the difference now!
Do your trees use alpha mapped leaves? Complex vegetation is something I've not yet tried with the RTR.
Haveyou thoughtabout a career as a columnist? ;):D:p |
Post by kena // Jan 31, 2008, 8:58pm
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kena
Total Posts: 2321
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Yes - the trees are alpha mapped leaves from Vue. I broke down and got the infinite instead of esprit so I could export when I got one I liked. I just cannot seem to get the RTR to work with large concentrations of alpha mapped objecst so close together.
Anyway....
These two pictures address the above.
I'm not sure that putting the column map to .03 is a good idea - looks too plastic for me. I will probably split the difference and make them .1 or thereabouts.
I've warmed up the inf lite, but not sure that pointing it to lower left is a good idea.. (pic 2)
Maybe you could suggest a good color setting? If you right-click on the color chart, it gives the numbers....
Made the tiled part of the hall brighter to match the floor itself.
And I made the roof holes bigger so you can see out of one of them. I needed the thickness to get all those angles in there without making it look jumbled.
It's 5 min until my bedtime, so I will work on putting in Jars tomorrow. And maybe something different for those open doors... they seem a bit bright to me.
Anything else? Your suggestions are really helping me get this looking good for next month's submission.
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Post by TheWickedWitchOfTheWeb // Feb 1, 2008, 2:19am
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TheWickedWitchOfTheWeb
Total Posts: 858
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It's looking good so far. The lighting is looking less severe now but, as you noticed, the columns have suffered. More like plastic coated tubes than concrte/stone. By all means knock the bump amp up a slight amount but you'll probably find a better cure by adjusting/changing the reflectance shader to something a little less shiny/specular. Unless they're heavily varnished they should be reasonably matt. My biggest issue with it, however, is the door and whatever it is beyond it textures, they just don't work for me. A darker wood texture and some better UV adjustment might help.
Also, have you thought of trying mapped shadows rather than raytraced? Might add another depth of realism.
Hope they help.
Keep pushing, it's the little things that make the difference. |
Post by kena // Feb 1, 2008, 6:33am
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kena
Total Posts: 2321
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Thanks for the advice. I changed the cols with reflection and bump
changed the doors
will hve to work on what is beyond the door
and will have to try mapped shadows.
for now, I don't have time to render it, but just for W!ZARD - my columns
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Post by kena // Feb 1, 2008, 6:19pm
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kena
Total Posts: 2321
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OK - I had time now... Made a picture for the hallway inside
Made some large hand-made vases for the breezeway.
comments?
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Post by kena // Feb 1, 2008, 10:12pm
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kena
Total Posts: 2321
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Or does this look better - different texture for the ground floor
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Post by TheWickedWitchOfTheWeb // Feb 2, 2008, 4:11am
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TheWickedWitchOfTheWeb
Total Posts: 858
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Looking better. If I may make a couple of suggestions...
The green 'splodge' on the vases is distracting. I'm sure it's an emblem of some sort but, to be honest, it looks like someone's been paintballing near them. A geometric pattern around it or a more obvious picture (think logo) might work better.
I'm not getting any sense of depth from the doors/room at the end. There should either be a lot more defining shadow or some light spilling out. Right now, it looks like a flat picture painted on the back wall rather than doors into a room/corridor. (Have you got the ambient up on the textures or is there no ceiling allowing the light to spill in?). Maybe moving the camera position up a fraction just to give a glimpse of the floor beyond might help.
Oh, and the first floor (the lighter one) is, I think, much better.
Keep at it, it's really starting to come together. |
Post by kena // Feb 2, 2008, 7:56am
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kena
Total Posts: 2321
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How about this then? better?
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Post by TheWickedWitchOfTheWeb // Feb 2, 2008, 8:11am
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TheWickedWitchOfTheWeb
Total Posts: 858
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Definitely better. The new texture on the vases is a lot more natural looking, they're just a little too close in colour to the walls and floor. have you thought about giving them a contrasting (but complimentary) tint? They are supposed to be decorative afterall!
How about a few leaves here and there, some ivy up the far wall, etc, etc. The little, insignificant details that make such a difference? These are just my opinions though, others may not agree with me but I think you're definitely getting it together. |
Post by rjeff // Feb 2, 2008, 10:46am
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rjeff
Total Posts: 1260
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Hey kena I have a buch of ivy leaves scanned and ready to use on a vine if you want them. |
Post by kena // Feb 2, 2008, 1:48pm
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kena
Total Posts: 2321
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Thanks for the offer. I did this for the ivy. I'm not sure, but I think if I just get rid of the one in the front, it might look a bit better.
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Post by kena // Feb 2, 2008, 6:05pm
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kena
Total Posts: 2321
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replaced the vine in the front and gave the new one a bit of texture.
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Post by kena // Feb 2, 2008, 6:45pm
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kena
Total Posts: 2321
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Changed the vase color and added vines to the wall at the back. |
Post by TheWickedWitchOfTheWeb // Feb 3, 2008, 6:34am
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TheWickedWitchOfTheWeb
Total Posts: 858
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Looking better and better. Really like the vine at the front and on the back wall (more there would be good). The one in the middle seems a bit, umm, lost; It has no obvious start and no real substance so looks a bit like a springy snake jumping out the vase! :)
I think the vases are better in a non wall/floor colour but I'm not convinced on the purple, clashes a bit too much for my taste. Have you tried an off white glaze with a very, very small hint of blue? Might look more natural. |
Post by kena // Feb 3, 2008, 6:53am
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kena
Total Posts: 2321
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lol - the first set of vases were off-white!
I'm not too happy with the second pillar vine either. I will go make a new one and see what I can get. |
Post by kena // Feb 3, 2008, 8:45am
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kena
Total Posts: 2321
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OK - changed the second vine and added more in the back.
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Post by Steinie // Feb 3, 2008, 10:38am
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Steinie
Total Posts: 3667
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The vine looks much improved. Bring back the white jugs but without the emblem. Give it a tinge of blue (not much like WWoW said). The open doors look better then earlier but the exposed wall doesn't look right yet. I would go darker.
Your lighting now looks nice and warm and the textures are much improved. If you want to experiment have a place to sit along the wall or between the pillars.
I keep looking at the earlier renderings and comparing to these new ones. Your definitely moving in the right direction |
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