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Old 05-09-2006, 08:29 AM   #1
marc
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Environment: Tunnel

A scene for a short movie



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Old 05-09-2006, 08:50 AM   #2
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The modeling looks pretty good, but the lighting seems way off. It seems you've got ambient light set through the scene obliterating any secondary shadows. I know GI would probably slow your render times too much for animation, but you can convincingly fake it with some well placed omnis and soft shadows.
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Old 21-09-2006, 01:55 PM   #3
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Things changed:
1. Floor edge molding.
2. Reflection maps for metal surfaces
3. Water
4. Reduced opacity for dirt on yellow paint
5. Removed double texture on glass
6. Removed wires next to circular doors
7. Dirt layer on floor
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Old 21-09-2006, 02:30 PM   #4
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Hey Marc,

Verry nice work. Like the design alot. Great modeling and textures. But must agree with
TRimyr, About the lighting.. The second images you post the lighting looks alot better
I think..

For the rest awesome work. Can we see some wireframes? 4* from me anyway...

Keep posting.

Greetz,
Novak
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Old 21-09-2006, 02:31 PM   #5
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Ah, mutch better now. I would only sugest you to make caustic light (you know, when light refracts of water effect), couse tunnel is in preety shalow water. Scene look's very good. There is one more thing I dont like, it's white colour on edges of yellow paint (my english is not very good, I hope you understand what i have ment). I think it is too uniformely white, and that it should have some irregularity in colour.
Realy great job. Keep up
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Old 26-09-2006, 03:47 PM   #6
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Thing changed:

1. Reduced main lights multiplier
2. Elevator light
3. Wall lights
4. Elevator control panel lights
5. Lower compartment lights
6. Closed gaps between vent housing and gasket
7. Fixed tiling on ceiling light panels
8. Caustics
9. Removed boxes and barrels
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Old 26-09-2006, 08:49 PM   #7
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wow dude that is awesome work, love these kinda stuff (gaming, corridor kinda thingys)

the texturing is insane, took a long time? and what software and renderer u using?
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Old 26-09-2006, 09:32 PM   #8
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Cool design, the textures are really great. Good idea with the caustics but you should play with it more, it's too sharp. If you can improve it, the scene will be perfect in my opinion.
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Old 27-09-2006, 01:35 PM   #9
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cool work!
are you baking textures?
... or, have you tried?

agree with nippur: blur and spread the caustics effect, and, in my opinion, more melting between texture tones, but with some shockin´ones (i.e.: yellow in the corridor, and the nice torquoise you are using for the water already)

nice, go ahead!
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Old 29-09-2006, 09:16 AM   #10
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Hey Marc,

Great scene man ... lighting is better fixed in the later pictures. The cuastics are a nice touch, but you need to have them fade and generate the photons more evenley across the floor ...
You might even be able to project the waves reflections with a projection map through the light ...
Just a thought ...
Anyways, great scene man, reminds me of Knights of the Old Republic ... the underwater levels of course!
Cheers,

Marc
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Old 29-09-2006, 11:52 AM   #11
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wow that's really nice! great texturing!
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Old 30-09-2006, 03:02 AM   #12
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Things changed
1. Removed paint scratch
2. Removed wires
3. Added lights to door control panels
4. Enlarged caustic detail
5. Increased range of values for caustics
6. New reflection map
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Old 30-09-2006, 03:11 AM   #13
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nice idea, but i think water would diffuse your caustics alot more than that nice work though.
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Old 30-09-2006, 02:12 PM   #14
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It's a pity you removed the paint scratch, it looked much better with it. The caustics looks better now, but still it's wrong...the edges are too sharp.
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Old 03-10-2006, 12:07 AM   #15
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I would tend to agree with the removal of the "worn" look. Though perhaps it was a little too worn. As for the caustics, the major problem with it is the extremely sharp edge definition. Caustics by their very nature are very poorly defined shadow/light areas because the light is moving through the liquid and getting scattered in all manner of directions. The light that enters the scene from the water should be very scattered. I might have a suggestion on how to "fake" it better depending on what software you are using.
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