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Author   Topic : "Solarium (still very rough)"
balistic
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Joined: 01 Jun 2000
Posts: 2599
Location: Reno, NV, USA

PostPosted: Tue Nov 13, 2001 2:18 pm     Reply with quote



This is still very skeletal, so don't bother with any critique just yet . . . I just felt like sharing.

No GI or radiosity, its lit with regular raytraced lights.

The colors on the walls are just placeholders. There will eventually be lots of plants and rubble and such.
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Pat
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Joined: 06 Feb 2001
Posts: 947
Location: San Antonio

PostPosted: Tue Nov 13, 2001 3:22 pm     Reply with quote
Heh heh. That table looks familiar. Am I noticing a theme in your work?

Just our of curiosity, how many lights are in the comp? Also, are the frosted glass plates lightly transparent and texture mapped? I'm tring to figure out how you got them so luminous in A:M. Did you assign them a glow?

-Pat
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balistic
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Joined: 01 Jun 2000
Posts: 2599
Location: Reno, NV, USA

PostPosted: Tue Nov 13, 2001 3:35 pm     Reply with quote
pat: hehheh . . . I hate modeling, so when I do make something, I try and recycle it as much as possible I suppose the constant theme in my recent work would be "places that are decrepit yet inviting."

Nearly everywhere I've ever lived has been a boomtown, so I've always been surrounded by these "skeletons of civilization." I like the idea of finding beauty in that which is broken. Nobody is perfect . . . no place is perfect . . . flaws can be beautiful.

There are probably about thirty lights . . . one for the sun, a couple dozen in rows to simulate light from the frosted glass, and a few bounce lights on the walls and floor.

The glass is just 100% ambient with a color map for the grime. Was hoping to use real translucency, but its never worked right in A:M.

Thanks for the comments.
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Shiro_tengu
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Joined: 02 Aug 2001
Posts: 430
Location: W. Australia

PostPosted: Tue Nov 13, 2001 11:06 pm     Reply with quote
Balistis - thats really a good atmoshere to that model. I thought it was a photo for a sec (and Im a CG Artist!)
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