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Topic : "Updated blood stairs... c&c needed !" |
mk member
Member # Joined: 10 Dec 2000 Posts: 106 Location: Langen, Germany
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Posted: Mon Aug 06, 2001 2:17 pm |
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Here ya go...
...somehow max payne inspired...maybe...
however i like this rotten places
Just gimme comments, ideas or whatever... iam happy with it, but i think i can pushe the limits further...
Thnx anyway
MK |
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balistic member
Member # Joined: 01 Jun 2000 Posts: 2599 Location: Reno, NV, USA
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Posted: Mon Aug 06, 2001 3:15 pm |
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That is really, really nice.
I could make suggestions, but the piece is fine as-is.
I'm impressed. |
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Line junior member
Member # Joined: 31 Mar 2001 Posts: 35 Location: Farmingdale, NY, USA
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Posted: Mon Aug 06, 2001 4:28 pm |
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Rock on! was this a 3d image with photoshop textures or just a 2d paint program?
-Line |
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renren junior member
Member # Joined: 22 Jul 2001 Posts: 36 Location: Los Angeles
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Posted: Mon Aug 06, 2001 4:46 pm |
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Great scene! It has a very sensuous atmosphere. At the top of the stairs is a window with streaks of blood right? At first I thought it was a window and I was looking at a tree outside. Maybe that ambiguity is a good thing - the viewer has to slowly figure out a shooting has taken place. |
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yaa junior member
Member # Joined: 24 Jun 2001 Posts: 18 Location: berkeley, usa
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Posted: Mon Aug 06, 2001 7:24 pm |
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Wow!!! This is really really cool. i love the way the dust scattering the rays of light is rendered. i can almost feel the dust dancing around.
great! i'd be VERY interested if you tell how you made this.
-yaa |
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FireWalker member
Member # Joined: 18 Jan 2000 Posts: 78 Location: Bay Area, CA
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Posted: Mon Aug 06, 2001 10:33 pm |
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This is fantastic... and kudo's from mr realistic-balistic is good enough for me.
I really like the changes you made... the tilted angle, the shells, the police tape... it helps to tell a story, or gives you more clues as to what happened without being totally expositional.
I'd be interested in hearing how you went about creating it. |
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CyberLink member
Member # Joined: 10 Oct 2000 Posts: 213 Location: Mainz, Germany
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Posted: Tue Aug 07, 2001 2:03 am |
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IMHO the picture looks too sharp when it should be a bit more anti-aliased. Btw. did you use anti-aliasing when rendering as well? |
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mk member
Member # Joined: 10 Dec 2000 Posts: 106 Location: Langen, Germany
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Posted: Tue Aug 07, 2001 2:28 am |
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Thanx for the comments... it is better than i thought it would be...
balistic: ok, go on tell me... iam intressted...
line: Its made in 3d. but no digis used for textures.
renren: damn your right looks like a tree... i think i will change that, maybe i just have to play with the colors...
yaa: i can put some sort of history online if you wish. but its simple 3d... nothing special... the Rays-o-Light is just a volumetric light.
FireWalker: What exactlly do you wanna know?
Or just overall...
CyberLink: Jupp i used AA, but also an post filter for the grainy/sharp effect. Its for breaking up the LightWave standart render effect. Also i desatureted the image a little to give it more this "dust" effect.
Thnx to everyone again.
(next room is allready in Pipline )
mk |
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nil900 member
Member # Joined: 19 Sep 2000 Posts: 248 Location: Hamburg, Germany
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Posted: Tue Aug 07, 2001 3:51 am |
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Now it looks even better than the first one . No crits from me. |
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yaa junior member
Member # Joined: 24 Jun 2001 Posts: 18 Location: berkeley, usa
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Posted: Tue Aug 07, 2001 10:39 am |
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oh. i am really new to digital art. i dont even know what a "volumetric light" is. is it some sort of filter in photoshop?
i'd be really interested in a history. its a great way to learn. but i dont want to be a bother...
quote:
yaa: i can put some sort of history online if you wish. but its simple 3d... nothing special... the Rays-o-Light is just a volumetric light.
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Cyriss junior member
Member # Joined: 03 Aug 2001 Posts: 18
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Posted: Tue Aug 07, 2001 10:58 am |
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Simply Amazing!! Like what the others have said .. my only crit is that that window blood/tree thingie and the picture being too sharp :)
May I ask what will this piece be used for?
simply amazing :) |
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mk member
Member # Joined: 10 Dec 2000 Posts: 106 Location: Langen, Germany
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Posted: Tue Aug 07, 2001 2:00 pm |
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So...
here the small history:
1. simple model (Low-Poly)for first light tests and camera settings
2. then added some simple textures (no details), this is why my first post was so dark...to hide these "not finished" textures
3. enhance model, adding details, enhance textures
4. finishing and then final rendering.
5. maybe some post-filters and so on...
heres a pic with 4 Views...Wireframe, Shaded, OGL-Textures and a Wireframe from anonther perspective.
Did that made my workflow a bit more transparent?
Thnx again to anyone...
mk
yaa: volumetric light is "visible" light. this is caused by particles/water in the air.
You will find that very often in discos...best effect is that cylindric Laserlight cone. |
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Awetopsy member
Member # Joined: 04 Oct 2000 Posts: 3028 Location: Kelowna
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Posted: Tue Aug 07, 2001 11:51 pm |
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man... this looks like it straight outta max payne.. I love the bullet casings on the floor... mood is very dark.. |
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