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Author Topic: Feed back would be greatly appreciated.  (Read 4891 times)
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flores.roberto
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« on: July 30, 2010, 01:34:30 AM »

 Grin
I'm currently a student studying visual effects, this was a project we had to complete for school.  We had to texture the whole room and light it as well.  This was all done in Maya.


* roberto_interrogation_room1_new.jpg (364.77 KB, 800x800 - viewed 468 times.)

* roberto_interrogation_room2_new.jpg (326.74 KB, 800x716 - viewed 468 times.)

* roberto_interrogation_room3_new.jpg (324.19 KB, 800x800 - viewed 459 times.)
« Last Edit: July 30, 2010, 05:10:42 AM by flores.roberto » Logged
djrovers123
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« Reply #1 on: August 08, 2010, 03:59:51 PM »

Hey flores,
                good job looks good and a very good start texturing lighting the room, i like the weathered feel u are going for, i see good amount of texture details u have put in there, but here are a few thing i think u can do more to make it look more awesomer Smiley
(check out the link for free textures u have to regester once and yes there is a download limit of 15 mb per day but it is good enough and u can fin thousands of beautiful textures to make ur scene look more awesome)
             
               1) first things first: i would do a little more research for the textures and for the feel how the room should look like and would also collect reference which i am very sure u have, but i did a lil research just to point some things out Smiley

some more details that u can add or get motivated or inspired from and some more links as followes

(http://i479.photobucket.com/albums/rr154/Tassadar28/Hospital/DSCF1719.jpg)this link is a phot with

the following link is full of photographs of old abondend rooms full of grungy texture and random details that u can put in ur scene

(http://www.28dayslater.co.uk/forums/forumdisplay.php?f=4)

               
              a)The first thing that i have noticed is that if u see at the bottom of the walls where the wall   
                meets the ground there is a  darkening or kind of shadow affect going on all sides of the wall   
                and it stands out because the floor texture color is kind of contrasty.  so i would go in and
                paint it out. as it is a shadow affect which can be generated using a lil bit of final gather and   
                ambient occ. (http://www.youtube.com/watch?v=sz8VgbZe4hc) this link explains and how its
                done. so once u know how to do it u can then comp it in photoshop or any compositing
                software on top of ur final render   
               
              b)i would try and find some good textures and or texture reference for the floor as well as the
                 texture that u currently have stands out a lot and feels a lot busy.the following link has a lot 
                 of free texture for floors or u can,paint by keeping it as a reference.

                 the following links has a lot of free texture for floors and walls and a lot of other stuff which   
                 u can use to make ur scene look awesome Smiley               

http://cgtextures.com/login.php?&texid=41375&destination=texview.php?id=41375&PHPSESSID=329bccf58b1c20ddbdb98707b21c371
               
            c) for the grungy texture feel u are putting on the top of the wall where the     
               wall meets the sealing. i would also turn down the amount of reputation on it
               here is a link for some grungy textures and reference for the wall

http://cgtextures.com/login.php?&texid=25833&destination=texview.php?id=25833&PHPSESSID=329bccf58b1c20ddbdb98707b21c371c

http://cgtextures.com/login.php?&texid=29434&destination=texview.php?id=29434&PHPSESSID=329bccf58b1c20ddbdb98707b21c371c             

            d) the photo/poster on the wall in the first render on the left hand side is a nice touch but i think it is missing a lil bit of thickness as well as some real nice contact shadows again which can get using ambient occ but u will have to model it as an actual geometry but not baked into the wall texture Smiley

            e) the mirror is a bit to reflective for the old grungy look u are going for is what i think, i would Chang it into a window or make it really dirty and scratchy or have nothing at all, it might help to keep the interest more on the subject which in this case, i think it would be the table and chair area.

            f) may be the table feels a lot empty and some how it is screaming from something like an ash tray or some more props i guess Smiley   
           
            2) You have a real good spooky night time lighting mood going on there, and i can see u are trying to fake the light sources, this definitely is a good start, as u have already defined what and were you key light is going to be.We can now introduce some secondary light bounces in the scene i.e or some more lights that will help fill the area where we are not able to get our key light to go
               
            a) I would Introducing some low intensity directional light from one side of the wall from a door   
                or a window. it can be a worm colour like really desaturated orange like the light being
                bounced from.
            b) may be u can introduce some light fog from the light attributes or u can use some volume   
                primitive if u are using maya. or u can even just use alpha texture for the light fog
               the following link explains in details about how to put fog in the spot light in may
               http://www.youtube.com/watch?v=hgVE2bFbnMw

c) The following are some of the examples for how the lights look like according to their source
http://www.flickr.com/photos/nsportfolio/1359049388/
http://i120.photobucket.com/albums/o165/cinquevolte/Blade%20Runner/2-13.jpg

area lights are good for this kind of lighting which in this case is your key light which is on the sealing they also have a very good quadratic falloff as u can see above.
are u using area light? or a spot light also how many lights are u using?

following is a very good tutorial on how to use an area light for advanced lighting which also explains how to make a Maya light to work as a mental ray light which might bump up the render time a little bit but really adds up to the realism of the overall scene and the quality of the light is more real life like than just plain with very less fall off

http://www.youtube.com/watch?v=v_8Ao41UGQ0
and a tutorial talking about diffrent lights and their properties
http://www.youtube.com/watch?v=T_9qeJTcv-E&feature=channel

hope this will help you to get some good boost start on this one also if u want u can put ur maya file up here and i can take a look at it and tweak it and send it back to u with some more light rigs
for the students from the students.

Thanks and Regards
            k:)



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Mark Benard
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« Reply #2 on: August 13, 2010, 03:08:33 AM »

Awesome feedback!  Great job K!

Mark
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djrovers123
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« Reply #3 on: August 13, 2010, 07:10:41 PM »

THANKS MARK Smiley
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nes570620
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« Reply #4 on: July 04, 2011, 09:49:55 AM »

Yeah, that's right!!!
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