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On Tue, 27 Apr 2004 14:03:02 EDT, Rob Richens
<rob### [at] hscutahedu> wrote:
> Phil,
> thanks for the comments!
> I will have to play with the lighting if you can't even see what's going
> on.
> I should have titled it 'Escape', which might have helped, but was
> thinking of the frustrations I was working through when I posted it.
No problem as I said: I like that sort of thing. "Escape" as a title would
have made more sense even though "Dark" was very apt :)
> It's still dark but I haven't printed it yet to see the final version.
> I've
> toyed with putting a blue plane above the hole and see if radiosity will
> help the lighting, but it's taking >6 hours now. If I added radiosity,
> I'd
> have to beg some kind hearted soul with a renderfarm to do render it for
> me
> (Thanks again Paul! I still get comments about Addict out there.) About
> the light being directly overhead, do you mean completely illuminating
> the
> first skeleton? I'm hesitant to change that because it would eliminate
> the
> need for him to be stretching behind him as he is to get the next bone
> while using the light column to see the parts he's already put together.
No I understand what you're trying to do, keep the point_at location the
same but with an overhead light it should sweep down the edge of the
skeleton a bit more, as if about to step into the column of light, should
hopefully highlight the edges of him a bit more.
> How about ramping up the reflected light from the floor?
Hmm I used a ambient 0 diffuse 0.4 for the checkered floor in my Flooded
Corridor with radiosity enabled, it showed up without much direct light so
might help.
> I didn't see the skull in the lower right! It's actually a rock, but I
> think I will replace it with a skull in the same position.
Yeah when I really ramped up the brightness I suspected it might have been
a rock; but with the shadows it seemed to have eye and nose sockets,
freaky coincidence.
> I've toned down the normal textures on the doors, since I don't think
> they'll be visible anyway and have added worm/termite tracks in the
> surfaces and 'jaggied' the bottom edge to give more of a feeling of
> 'old'.
Now you've said it I can see one of the reasons why it looked 'new' to me,
a jagged edge would help. The disparate colours of each board helped with
the 'old' feel, the rusted metal seemed a bit red to me which probably
didn't help but I suspect that's only down to my altering the brightness.
> I'll post it in a week or so after I fix a few more things and it
> finishes
> rendering!
>
> Rob.
I look forward to seeing it.
> Phil Cook <phi### [at] nospamdeckingdealscouk> wrote:
>> On Sat, 24 Apr 2004 16:37:47 -0600, Robert Richens
>> <Rob### [at] hscutahedu> wrote:
>>
>> > I've been working on this off and on for a while. I drop it when I
>> > think I've done everything as well as my current knowledge permits,
>> then
>> > pick it up again when I've learned something new. Have a look, let me
>> > know what you think. I'm struggling with the textures (too plain?)
>> and
>> > doors (look too new). Any ideas on distressing the edges randomly?
>> >
>>
>> I like it, it's the sort of style I enjoy. In keeping with the other
>> comments here about the light level and knowing the type of ambience
>> you're probably after, perhaps shifting the light source directly
>> overhead
>> may bring out the surround without distorting the mood, like a deep-pit
>> dungeon with the door in the ceiling. I like the skull, bottom right.
>>
>> Saying that I've just ramped up the brightness/contrast, on my monitor
>> the
>> door is barely visible in the original and as to what they are doing:
>> didn't even see it. I like the floor texture it works well with the blur
>> and the bottles are a nice touch. I've just really ramped up the b/c hey
>> there's a barrel on the right and some more doors. I like the detailing
>> on
>> the keystone. Hmm yeah the door texture is a bit plain but then again I
>> couldn't really see it originally so it depends on how visible its going
>> to be?
>>
>> I couldn't see any of this until altering the brightness which is a
>> shame
>> as there is obviously so much work gone into it.
>>
>> Hmm if you switch to an overhead light pit-style you wouldn't need the
>> doors perhaps a floor-level grate that the other prisoner is reaching
>> through, might enhance the claustrophobia-feel. Damn I hate that; just
>> had
>> an interesting image flash through my head, but I don't do people...
>> yet,
>> just going to write it down for a rainy day :)
>>
>> --
>> Phil Cook
>>
>> --
>> All thoughts and comments are my own unless otherwise stated and I am
>> happy to be proven wrong.
--
Phil Cook
--
All thoughts and comments are my own unless otherwise stated and I am
happy to be proven wrong.
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