Anim8or Community
Artwork => Finished Works and Works in Progress => Topic started by: floyd86 on December 12, 2008, 04:02:51 pm
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Hi,
I have been busy with a (small) project for a while right now. Some of you have already seen my robot (http://www.anim8or.com/smf/index.php?topic=1517.msg11287#msg11287). 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
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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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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' (http://images.google.com/images?client=opera&rls=en&q=mirror's%20edge&sourceid=opera&ie=utf-8&oe=utf-8&um=1&sa=N&tab=wi), which is very white too.
EDIT: I worked on some details. render added
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It looks good, just one issue with it, the platform at top right underside looks a bit yellowy.
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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.
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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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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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@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?
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Definitely the new angle because now your wall are straight ;)
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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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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.
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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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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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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^^
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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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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.
Hehe your right, i didn't even noticed that. There is probably a good reason why i didn't put the door in the middle, i just can't remember why. Probably lazyness ^^
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Here it is, finally i'm done...AI. Well,... done? I'm finished modeling. Now the texturing part comes.
It will probably take some more days (or weeks?, let's hope not) to complete it. I'm going to keep the textures really simple and basic. But that's all this scene needs imo. Really complecated and realistic textures won't work, i think.
Tell me what you think. C&C welcome ofcourse.
p.s. i removed the ceiling for this AO render, that's why to ceiling might look weird (because there isn't any..). Note: with the ceiling a AO render give a ugly result.
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Beautiful work Floyd!!!!!!!!!!!!!! I like how the robot appears to be hurrying towards the oil can. It's good when a picture tells a story.
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Excellent work. Detailing is mind boggling. My suggestion is no matter what textures you use, maintain the sophistication the lab reflects at its current form. Retain the "white element" whereever possible. May be a 2-color tone texturing with high gloss, high reflective flooring and matte wall pannelling will do the trick. The machinery, however, will require either chrome/aluminium finish or bright paint. OR just a black and white image with may be a bright red or blue flower vase somewhere will be a nice deviation.
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@headwax: Thanks! I like it too wel a picture tells a little story.
@Indian8or You have exacly the same ideas about the texturing as i have. I planning to keep allot of the white with blue and red accents and some chrome. A bit in the style of the game 'Mirror's Edge' (http://images.google.com/images?client=opera&rls=en&q=mirror's+edge&sourceid=opera&oe=utf-8&um=1&ie=UTF-8&sa=X&oi=image_result_group&resnum=4&ct=title).
Which has a really clean, white looking environment which will fit perfectly in this scene i think.
The differcult part will be high lighting the parts that matter: the robot, the anvil and the oil can. The rest of the scene needs to blend in.
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That is a really excellent piece of modelling floyd86. I have commented before on your excellent attention to detail, and it is certainly not lacking in this image, from the louvres in the overhead fluorescents and the ceiling fans to the knot in the rope holding the anvil (looks a little loose that knot, but having gone to the trouble to model it you will get NO criticism of it from me!). The rope attached to the robot's back could arc a little more fluidly to the floor, and might need to be textured in a brightish colour for the visual joke (robot pulls out pin, anvil falls crushing robot) to be clear. I think this is already one of the best things produced with Anim8or and I think the final beauty render will no doubt earn a place in the gallery.
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@ENSONIQ5:Thanks for the comment.
I have commented before on your excellent attention to detail, and it is certainly not lacking in this image, from the louvres in the overhead fluorescents and the ceiling fans to the knot in the rope holding the anvil (looks a little loose that knot, but having gone to the trouble to model it you will get NO criticism of it from me!). The rope attached to the robot's back could arc a little more fluidly to the floor, and might need to be textured in a brightish colour for the visual joke (robot pulls out pin, anvil falls crushing robot) to be clear.
I really liked modelling all the details, most of them can't even be seen that good. It's good to know that you saw them and i didn't do it for nothing ;D. The knot in the rope is indeed a bit loose, but it's a hell of a job to get it right ;).
As for the rope on the robot's back: Thanks for noticing. I forgot to place it in a little arch.
I think this is already one of the best things produced with Anim8or and I think the final beauty render will no doubt earn a place in the gallery.
Isn't that too much honour for me: two images in the gallery :D
Let's first wait how the final turns out, shall we?
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I worked on some textures. Just trying out how it will look, nothing final yet.
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gaah! no no no! the red and blue look terrible, and they completely distract the eye away from what should be the focal elements. the earlier renders look fantastic, but the saturated colours are a massive step in the wrong direction. if you tone down the colours by about 80%, it could look good, but that last render looks to me like some 2-year-old has come along with a box of crayons and scrawled over your beautiful picture.
okay, i'm now officially finished overreacting ;D
- c
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gaah! no no no! the red and blue look terrible, and they completely distract the eye away from what should be the focal elements. the earlier renders look fantastic, but the saturated colours are a massive step in the wrong direction. if you tone down the colours by about 80%, it could look good, but that last render looks to me like some 2-year-old has come along with a box of crayons and scrawled over your beautiful picture.
okay, i'm now officially finished overreacting ;D
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Thanks for comparing me with a 2 year old ;D, it made my day.
You haven't seen the final yet ;), most of the things aren't textured (properly) yet. The lastest renders look great though. I'm going keep them for myself right now, but soon i will post some progress ( or a final!).
Good to have you back though.
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Thanks for comparing me with a 2 year old ;D, it made my day.
ummm... you're welcome, i guess :D
You haven't seen the final yet ;), most of the things aren't textured (properly) yet. The lastest renders look great though. I'm going keep them for myself right now, but soon i will post some progress ( or a final!).
sounds good. i'm looking forward to it!
Good to have you back though.
thank ye ;D
- c
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I seriously can't wait for the finished product!
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Some more progress, not done yet with the texturing, but it starts to look good imo.
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I really like the metalic floor. Did you use a bump map for it?
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I really like the metalic floor. Did you use a bump map for it?
Yes i did ;)