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Hash, Inc. Forums > Technical Direction and Development (Learning Animation:Master) > A:M Rendering, Compositing and Special Effects > Texturing, Lighting and Effects > Lighting Effects
DanCBradbury
Ok, I'm showing off the features of A:M, and I've just started on radiosity YAY! IPB Image but there are no real good free environments to show it off, so I've got to build one.

I came up with an art gallery, but I'm not sure if I need anything else. I've gone through a whole lot of pictures of art shows and it looks pretty good, but i think it might be too bare; although, some of the exhibits I saw had pretty much nothing in them.

If anyone has any sugestions on how to possibly make it better I'm all ears... or i guess eyes 'cause it would be text. IPB Image
KenH
Nice. Maybe if you really want to go overboard, some protective glass round some of the paintings....
DarkLimit
Very nice....I just think the shadows could be a bit less sharp but no biggie.....
steve392
Looks good ,maybe a visitor or two
the_black_mage
Nice, every took everything to say so mabe you could add some kind of pattern or image or texture going along the bottom of the wall.i forgot what thats called.
DanCBradbury
QUOTE(steve392 @ May 30 2006, 09:31 AM) *

Looks good ,maybe a visitor or two


hm... do you think nigel would work for a realistic character? Are there any free fully dressed people anywhere? >_>

QUOTE(the_black_mage @ May 30 2006, 10:15 AM) *

Nice, every took everything to say so mabe you could add some kind of pattern or image or texture going along the bottom of the wall.i forgot what thats called.


oh molding! that will help it out a lot. I think i'll use the same wood as the floor for it.
dre4mer
looks pretty nice, I agree with the comment that the shadows feel a bit to pale somehow. Also in my opinion the floor might be able to use a hair more reflectivity, such floors are often highly polished. And as a final tiny comment you might take a litttle bit of the perspective distortion from the camera.

Just some thoughts. How long is this taking to render?

-Ethan
the_black_mage
yeah he's right art galleries floors are more polished and reflective.also as for the info on the art,mabe you should have it at and angle and on a stand of some sort, so people won't have to crouch down and hurt there backs.

old guy walks up to sculpture "hmmmmm,what a nice sculpture.i wonder what this says"(crackle)

also the block the sculptures are standing on the edges could be more curved or, beveled was it?

its weird how you notice more when you take a second look.
oakchas
I think you should put a case around "Thom in Hematite" and a couple of security guards next to him.

But, it's probably too late for that, and well...
DanCBradbury
QUOTE(dre4mer @ May 31 2006, 06:19 AM) *

looks pretty nice, I agree with the comment that the shadows feel a bit to pale somehow. Also in my opinion the floor might be able to use a hair more reflectivity, such floors are often highly polished. And as a final tiny comment you might take a litttle bit of the perspective distortion from the camera.

Just some thoughts. How long is this taking to render?

-Ethan

I was thinking that with the reflectivity. I'll definatly increase it. As for the shadows, I'm not sure if i can afford lowering the radiosity intensity as it will darken the ceiling quite a bit. I will more than likely create some sort of track lighting system so the shadows will probably be much darker in the end anyways. tongue.gif The renders are with full quality radiosity and take about 4 hours.

QUOTE(the_black_mage @ May 31 2006, 02:42 PM) *

yeah he's right art galleries floors are more polished and reflective.also as for the info on the art,mabe you should have it at and angle and on a stand of some sort, so people won't have to crouch down and hurt there backs.

old guy walks up to sculpture "hmmmmm,what a nice sculpture.i wonder what this says"(crackle)

also the block the sculptures are standing on the edges could be more curved or, beveled was it?

its weird how you notice more when you take a second look.

I'll probably raise the wall info, and create a clear plastic holder for the sculpture info. As for the stands, i kinda wanted them to have sharp edges, but i'll add a tiny bevel to the edges to make it a little more real looking.


QUOTE(oakchas @ May 31 2006, 07:06 PM) *

I think you should put a case around "Thom in Hematite" and a couple of security guards next to him.

But, it's probably too late for that, and well...

what is hamatite? O_o but i think security guards would be a little much to guard thom; although, I think a pollock (so not to scale in this set up) and the picasso next to it would be heavily guarded IPB Image but i guess it would be strange to have a pollock next to a picasso anyways x__x I'll put a guard in the corner than.

Does anyone have a model that they want to put in place of that ugly red glass thing I threw together in 5 seconds? I really dont know what to put there and i dont like it... I was thinking of putting Cubi XIX there, but i dont have a scratched stainless steel texture sad.gif
jpappas

Dan,

How about using AM renders for the paintings on the wall? Just a thought.

-Jim
DanCBradbury
I would have, but there really hasnt really been any 2D abstract stuffs coming out of A:M x__x

Anyways, here's the final piece. It looks a lot better with the molding and higher floor reflectivity. I also gave it a Behr color scheme.

[attachmentid=17164]

Thanks for all your help, you guys.
the_black_mage
FAR FAR BETTER BROVO!!!!!(Claps Hands)
dre4mer
Very nice improvments Dan! A much richer image than the first attempt.

-Ethan
Stuart Rogers
That's very nice - lots of nicely implemeented extra detail. And I do like the collection of art works on the wall.

There's something about the Thom statue that doesn't work for me, but I can't put my finger on it. One thing you might wish to do is add scuff marks to the floor. The extra polish you've given it works well, but real galleries will, despite floor maintainance, still acquire scuffs and scratches, especially where people will be walking between the exhibits.
the_black_mage
i belive its the fact that the thom is just standing there...but it looks fine to me.
ypoissant
This exposition room looks nice. Good work. I would work the pose of the guy observing the structure a little though.
DanCBradbury
I think he looks odd because he's the only thing realy in full focus. I'm not sure what a reflectivity map would look like for skuff marks x__x do you have an example of what that looks like?

thanks yves, and yes... i did notice he looked a little wierd. It looks like he's in mid step in that shot, and I think i have to make his hands smaller >_> or head bigger... or perhaps i'll just have him leaning forward with his hands clasped behind his back :D
Stuart Rogers
QUOTE(DanCBradbury @ Jun 5 2006, 05:32 AM) *
I'm not sure what a reflectivity map would look like for skuff marks x__x do you have an example of what that looks like?
For scuff marks, a bump map with lots of shortish randomly oriented lines would do, with more such lines where people would walk. I think you would need a very high resolution map in order to define the thin scratches sufficiently well. Of course, they might not really show up on the scale of your rendered image.

I would add diffuse map, reflection maps, and specular intensity maps to the floor too. I would render out a wireframe plan view of the floor, walls and plinths (for use as a guide), import the image into Photoshop, add a new layer and, into that import a general purpose grunge map. (For a rough and ready grunge, try Photoshop's 'Clouds' from the Filters->Render menu (I'm going on memory here - the nomenclature might be different).) Once you have your basic Clouds image, fade out those parts where people don't walk, using the underlying wireframe as a guide. Once you're happy with that, export the image (with the wireframe layer inactive) and import into A:M as your grunge decal. (Some people would use a plain image and add the grunge into the alpha channel, but that's not convenient for me using Photoshop Elements.)
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