jail scene

filipeg165

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ok, i use 3dsmax and i started recreating the jail scene (there's a screenshot of it on the screenshots area) its almost finished, i'm not planning on putting the combine or antlions, just the structure, im trying to give a more creepy look to it, i just need to play around with the lights cuz its too dark and the ground and checker texture, just add some more dirt to it, hope you like it! i'll keep putting my progress here!!!

thx for all the feedback
 

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  • hl2jail.jpg
    hl2jail.jpg
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(thanks for the link)

Looks good :p
 
PriNcE oF SpAcE said:
either the barrels are too big or the lower cells are too small...

the barrels are ok and the lower cells are the same size as the ones above, they look like this cuz i put a higher FOV to the camera, both horizontally and vertically
 
Jesus.. turn down that bump! :p Seriously, It's a little too extreme.
 
Good start.

Here's my crit: Turn down the wall bump mapping and especially the specularity. It looks like plastic, or like it's been sprayed with cooking oil. Your lighting could use a bit of work, and the shadows are too black. Try using some fill lights to get rid of the pitch blackness. Also speaking of lighting, use area shadows to give the bigger lights softer shadowing as objects move farther from the source.
 
ok, here's the updated version, still some dark spots to cover, but i'll do that, also, i need to fix the lamp's area shadows... got some problems with that... and last, the checker texture, add some dirt to it. also reduced the bumpiness and specularity of the walls... thx for all comments!
 
Bump map is still too obvious and overdone IMO. The point of bump mapping is to make an efficent lighting effect without using pollies. Its not supposed to stand out, its just supposed to make a nice effect thats efficent. HL2 has done the best job with this IMO. DOOM 3 sometimes made the effect look exagerated, but HL2 used the effect without throwing it in your face, but it still made a difference. I honestly think that it would look better without the bump mapping compaired to how it is.
It looks like the inside of a wet cave reallly... :-\
 
add a bit more light, make the walkway textures dirtier it looks like plastic right now and make the bump mapping less obivious
 
filipeg165 said:
ok, here's the updated version,
im sorry, but the original version was better IMO :(. this new one's great, but the first one just looked darker/ more daunting. unless you want to make it an actual map.... then it looks great :).





iron maiden - dance of death
 
The image looks a lot better than the first one you posted. The lighting has improved vastly.

Yeah as others have said before me, just totally bring down the bump to the point where the wall looks like it has chipped paint, rather than dents from weathering.

Here's two prisons, one bumpy and cavey, one normal.

prison.jpg


JSC-prison-m.jpg


First of all, make note of how the bumpy prison doesn't have a perfect man-made looking shape, nor any specularity or reflection. That alone should be enough to convince you not to use ANY bump mapping on your walls. Notice the top prison, which looks more like yours. The walls are flat, they have some specularity, and just some very subtle bumps. Not much more.

The point at which the railing is cut off, try to make the remaining rails twisted and bent, as if that parts broken/twisted off. Right now, to my eye they look clean cut.

And look at the attatchment for some more notes.
 
hey thanks you all for the c&c, especially for BlumeKohl, i followed your advises and in half an hour i'll be posting the new version, which i think is a lot better, still needs some work, but only minor fixes!!! come back in a few minutes!!!
 
That was you? No way, i remember that as well....That was a long time ago, its a shame the code was leaked because we really could have pretended to have exclusive pictures :)
 
oh, i didn't even knew this had been tried before! seriously! i just decided to do it randomly!
 
It's been a while, i'm looking for the textures now though :).
 
ok, here's the update, added a few lights, but still too dark on the left entrance... but i added dirt to the checker texture, removed all the bumpiness of the walls, added some bloom to the outside light and glow to the lamps, but i think there's too much on them... i'm still trying to fix the lamp shadows too and i lowered the specularity of the wall too! hope it's better!!!!
 
OK, things are looking really good as far as surfaces and lighting. It looks a LOT more realistic without the bump mapping.

My only quirk is with the super bloom. Tone it down a bit and the image will be great! :)

Once you fix that try rendering in widescreen, it'll bring your render to a whole new level, I can give you the resolutions if you'd like.
 
ok i'll do that some time today, notice that i also added twisted and bent bars to the rail as you said, if you zoom in a little you can see them, also, i'll add some fill lights to the left entrance and possibly some area shadows to the lamps as soon as i fix the problem with them! thx everyone!

that would be great man, thx for the help, send me a PM or just post here the resolutions!
 
when you say "wheres that light coming from" you mean the yellow light or the one on the wall next to the door? the yellow comes from inside de cell, while the one on the wall is just a fill light, if i take it out, the scene gets blacked out completely... and for that brightness difference, i'll fix that, i'm rendering an update with the lamp shadows a little softer and the glow and bloom a little smaller, will be ready in 10 minutes
 
ok, one more update, hope im'm getting to the final render!!! lamp shadows are now softer, less bloom and glow, i think they look really good now. also added one light to the left entrance, so i doesn't get too dark.
 
Your picture is looking much better with every update. Plus it's nice to see 3D work in this forum :)

I've knocked together a picture set that hopefully will help you light the scene like the radiosity used in HL2 to great effect.

Pic 1 is a straight render just for comparison purposes.
Pic 2 has some extra non-shadowing light (fill lights) off to the left. They're not very bright, but they're good for brightening dark areas without adding shadow or too much render time.
Pic 3 uses radiosity and although it is much slower to render it is much more realistic.

Hope this helps.

Cheers

SceneLighting.jpg
 
filipeg165 said:
ok, one more update, hope im'm getting to the final render!!! lamp shadows are now softer, less bloom and glow, i think they look really good now. also added one light to the left entrance, so i doesn't get too dark.
Thats like 20x better. Very good work. I really like it now.
 
thanks everyone, and Attt, i might add a few more fill lights to the left, but i really want to leave it a little dark, to make it a scary place you know, so if anyone goes in there, it has to use their flashlight or something!! that would be a very good idea for a mod lol

thx for all the help!!

ok i just need the resolutions BlumenKohl!!!!
 
Try to keep in mind that the brightness of your picture isn't the only thing that can make it creepy.

There's a few factors like: color, size, direction (this basically dictates how your shadows appear) and of course the brightness.

Generally when you want to convey a sense of despair and creepyness you want to have small lights rather than big ones (such as a sun, or outdoor light).

And I'll PM you those resolutions.
 
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