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Author Topic: WIP: AI  (Read 31103 times)

floyd86

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WIP: AI
« on: December 12, 2008, 04:02:51 pm »

Hi,

I have been busy with a (small) project for a while right now. Some of you have already seen my robot. Now i'm working on the rest of the scene before i start texturing.
Mainly because i'm not really sure what kind of textures/materials i will be using.

The scene is set in een fictional laboratorium for testing robot, or Artificial Intelligence. Up till now i have around 50k faces and i'm not finished yet.
It's going to be a still, but i have some nice ideas for making it an short movie. Don't know if i will ever start on animating it, lets see if i can find the time to spare.

I can't wait to work on this project again, but right now i have to study on my exams. So will only be able to model for a hour a day max.

Enjoy: C&C welcome

lynn22

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Re: WIP: AI
« Reply #1 on: December 12, 2008, 05:36:39 pm »

It's looking good.

Personally, I would not use too many textures. Labs are supposed to be very clean and keeping it white just emphasizes that. ;)
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floyd86

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Re: WIP: AI
« Reply #2 on: December 12, 2008, 06:35:34 pm »

It's looking good.

Personally, I would not use too many textures. Labs are supposed to be very clean and keeping it white just emphasizes that. ;)

I was personnaly thinking if white too. A bit in the style of this new game 'Mirror's edge', which is very white too.

EDIT: I worked on some details. render added
« Last Edit: December 12, 2008, 06:39:43 pm by floyd86 »
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3D Joe Wiltshire

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Re: WIP: AI
« Reply #3 on: December 13, 2008, 11:04:34 am »

It looks good, just one issue with it, the platform at top right underside looks a bit yellowy.
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floyd86

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Re: WIP: AI
« Reply #4 on: December 13, 2008, 11:25:42 am »

It looks good, just one issue with it, the platform at top right underside looks a bit yellowy.

Yes, i spotted that before. Not really sure why it's that yellow. It is just a normal face, it probably because of the camera angle. If the scene is textured it probably won't be that yellow anymore.

headwax

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Re: WIP: AI
« Reply #5 on: December 13, 2008, 05:09:15 pm »

Beautiful work floyd.

I'd drag the camera away for the shot then adjust the focal  length so you get the same visual field but without the  distortion of the nearest elements of the scene
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ENSONIQ5

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Re: WIP: AI
« Reply #6 on: December 14, 2008, 08:49:19 am »

Seriously good floyd, really nice attention to detail, particularly in the bolt heads on the scaffold towers and the little metal tangs to hold the glass balustrade panels in place.  Really great to see modelling that is sensitive to the principles of engineering and physics.  My only crit would be that the tower girders appear to have no depth, and just look like flats.  Steel can indeed be quite thin yet very strong, but these girders look a bit paper-like.  I think this is a really fantastic piece of imaginative modelling and I can't wait to see it completed.

PS:  The yellowish appearance of the underside of the platform, also visible in the down-facing faces of the display screen supports, is normal for an ambient occlusion render in Anim8or, if you have not added any light sources.  The default scene lighting (no lights added) is a moderate brightness, white distant light overhead, and a slightly yellowish one below.  Once you define a light source these default lights disappear, so this won't be a problem in the final, fully textured "beauty" render(s).
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floyd86

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Re: WIP: AI
« Reply #7 on: December 14, 2008, 10:47:25 am »

@ENSONIQ5: Ye you are right, they look pretty thin. I will try to make them a bit thicker so they will be less paper like^^.
It's nice to know that you noticed (and liked) the amount of details. I put alot of work in them and i like working on those small details that will give it a bit more realism.

@headwax: That might be a good idea, i'm also trying out some different views and angle. I will post renders as soon there done (in about 4 hours =(, we really need faster rendering)

EDIT: I rendered the scene in a different angle. This way the total scene is viewed better. Tell me what you think: the old of the new angle?
« Last Edit: December 14, 2008, 03:29:57 pm by floyd86 »
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lynn22

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Re: WIP: AI
« Reply #8 on: December 14, 2008, 03:57:44 pm »

Definitely the new angle because now your wall are straight ;)
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hihosilver

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Re: WIP: AI
« Reply #9 on: December 14, 2008, 04:40:37 pm »

I like the old one.  Much more dynamic.  Sure, everything in the new angle is straighter, but that just makes it bland and boring in my opinion.  There's also a lack of layered elements, whereas the first has the table in the foreground, the robot then everything in the background.
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floyd86

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Re: WIP: AI
« Reply #10 on: December 14, 2008, 05:28:55 pm »

I like the old one.  Much more dynamic.  Sure, everything in the new angle is straighter, but that just makes it bland and boring in my opinion.  There's also a lack of layered elements, whereas the first has the table in the foreground, the robot then everything in the background.

I agree with you. I more liked the first one too, since that view leaves more for the viewer to be discovered. Maybe i will create multiple renders of different angles for the final.

ENSONIQ5

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Re: WIP: AI
« Reply #11 on: December 14, 2008, 09:50:24 pm »

The first render, with the strong perspective set up by the wide angle lens, also makes the room appear larger and more foreboding, as if the ceiling is miles away.  It is a more dramatic look, which I personally like, but it really depends on the look you are going for.  The second render puts less emphasis on the room itself, and focusses the viewer on the "action" (in this case the robot), making the room itself less intimidating.  This shows how important little things like camera placement can be in conveying your graphic idea to the viewer.
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headwax

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Re: WIP: AI
« Reply #12 on: December 15, 2008, 05:56:23 am »

Wow, there are some people with good brains commenting here. Hiho's comment isinteresting on the layering. Visaviza - layering/overlap of visual elements gives monocular clues to depth perception. Very important in a restricted tonal range as shown in these renders.

I think you shoud go halfway between the two and use the danny devito scary shot method. Devito is short but he can play a mean mudder if he wants to - especially when shot froma low viewpoint. So, maybe - dig a hole in the floor and put the camera in the hole and shoot up.
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floyd86

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Re: WIP: AI
« Reply #13 on: December 15, 2008, 07:51:40 am »

Thanks for sharing your opinions about this. Glad that you all agree with me that the first image has a better angle.
I will keep experimenting with the camera angle till i find that one view i'm aiming for. Meanwhile i also have to model some things and add textures.
So there is plenty to be done before i really have to worry about the camera angle and dramatic effect^^

Indian8or

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Re: WIP: AI
« Reply #14 on: December 16, 2008, 05:04:38 am »

Hi guys.  Really nice lab.  I liked it.  Only one thing,  the closed door in the front chamber should have been in the center i.e. should have walls of same lengh on both sides, does not look symmetric.

Of course, its once choice and one can place a door anywhere.
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