Author Topic: Come to Wired, visit my 3d art carrel.  (Read 1522 times)

Wired_Crawler

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Come to Wired, visit my 3d art carrel.
« on: February 07, 2006, 11:44:46 pm »
Inspired by first post in Toad\'s art thread I was going to build small room with stained glass window and nice light effect. Ewentually it has evolved into something else.
The art used for stained glass in NOT my. If the authors think that I did a bad thing using it, let me know, I\'ll replace it with my own crappy graphics. The big windows present the picture of female diaboli drawn by narix_ahene and colored by dragonfire999 (You can find it in Zuki\'s artsy stuff). The round windows have Koumori (Koumorui?) on it, and I really don\'t remember, where I got this image from and who was the author (Moogie probably?). If anybody knows who has created it, let me know, I\'ll add this information here. Anyway - thanks for making those beautyful pictures.

As usuall - a short story.

At last ! I\'m here. Finally, after all those years I have found the Machine. According to the legend, some powerful, crafty Diaboli sorceress stole the secret of Xacha technology to build it. In the end she was captured and punished, but this room remained undiscovered. And it is me, who has found it! The only way here leads through the magic portal, and my luck allowed me to find The Key which opens it.
The Machine... It turns the pure magic energy emanating from Azure Crystal into liquid form, which then can be used to... Ah! I can\'t wait to try it!\"





Video: 640x480, 1:20, 15MB,  link2 (files expire after 14 days of inactivity)

Tech info:
as usual, my tools were: Blender, blener2crystal, Gimp and various text editors. Additionally, the MusE was used to create simple music theme for the video (just to fill the silence with something).

Light coming through windows is simulated by haze meshes. Haze is a box or cone with special kind of texturing. Although it has some disadvantages (for example You can\'t see haze while looking from inside of it), it gives nice effects.
The material of the \"Machine\" uses reflectsphere shader, with procedural fire as reflection texture. The Key uses modified stat_dyn_reflect shader in similar way.

Triangle counts:
- the building - 1040 (construction is based on 32-side polygon)
- columns - 96 each
- candlesticks (candles not included) - 140 each (argh?! why so many ?)
- candelabrum - 128 (easy to count, isn\'t it ?)
- candles - insignificant ;)
- chains - higly insignificant; they don\'t look very well here, because they were designed for other purposes, also, recent CS has changed transparency handling, so they look really bad on screenshots (I have changed some settings later).
- rotating rings - 288 each. Hmm... they still don\'t look smooth enough.
- the rest of the Machine - 208
- bowl (borrowed from bathroom :) ) - 86
- the Key - 110

Sizes of some textures:
 - big window - 256x512
 - round window - it was going to be 256x256, but due to my mistake it retained its \"original\" size (415x415) :o
 - floor - less then half of 256x256 square shared with ceiling
 - ceiling (dome) - less then half of 256x256 sqare shared with floor
 - walls - 256x256 (too big, I guess)
 - big window frame - 64x256
 - candlestick - 16x16 ^_^ + 64x64 (does it make any sense to use 1x1 texture ?)
 - candelabrum - 32x128
 - chain - 128x512, but as stated above, it was made for other purposes, and my graphics card has 256MB memory :)
 - the Key - 128x128

Enjoy the view :)
------
To gather my previous PS related works in this stall:
People were wishing for bathrooms...
Close Encounter of the Third Kind
"Close the world, txEn eht nepO."

Suno_Regin

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« Reply #1 on: February 07, 2006, 11:59:18 pm »
How in the world do you keep doing this? o.O

dragonfire999

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« Reply #2 on: February 08, 2006, 12:27:38 am »
I love you! You used my coloring on the window :D

Its beautiful!

Quote
= <3

DeviantArt

Suno_Regin

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« Reply #3 on: February 08, 2006, 02:03:52 am »
Quote
Originally posted by dragonfire999
I love you! You used my coloring on the window :D

Its beautiful!
You love a lot of people, a few seconds ago you loved Cherp. =P

Where\'s my love?

sesmi

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« Reply #4 on: February 08, 2006, 05:34:48 am »
please join the dev team.... we could use some of your stuff.... *drools*

Waylander

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« Reply #5 on: February 08, 2006, 05:50:48 am »
I agree with sesmi, join the team.


and make me a mansion while you are at it :P
<Jeraphon>oh khado
<Jeraphon>you so khrazy

Xil|sleeps: I love cadoras

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zorbels

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« Reply #6 on: February 08, 2006, 07:51:09 am »
Wired_Crawler your work is absolutely stunning.
Visually my eyes are pleased by the image that you have created and it is very inspiring to me as an artist.
Thanks for sharing your work. :D
   I've been outside, it's overrated and the graphics suck!

peeg

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« Reply #7 on: February 08, 2006, 10:33:44 am »
This is breathtaking .... Wow.
/me is nearly speachless.

Join the dev-team! Now! What are you waiting for?
[ PSde ] - Join the german community!
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Nilrem

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« Reply #8 on: February 08, 2006, 11:56:31 am »
Hello Wired ;)

You\'ve recieved, already, deserved congratulations on your artwork, knowing you, anyway, I\'m sure you\'re aware of the flaws that your design has; probably the only thing that you\'re wondering is how many of them will, indeed, be percieved by the audience. More than a crawler, a twisted wired :P

So here I go, with some things:

The pilllars. There are only 4, and are put not on embedded on the wall, but at some distance from it. Since the room is circular, I assume that, the cieling is some sort of a dome, but the extreme of the pillar seems equally flat to me, from what I\'ve been able to spot. Obviously the action is nearer the floor, and you wisely \"blurred & darkened\" the upper area, and when I almost had the chance of noticing the shape of the ceiling, the candles at the candelabrum blinded me :D . I\'m trying now to remember about churchs with that same shape and normally the dome rests on a structure, circular, that is hold by pillars. Not that I\'m an expert on architecture but, I think perhaps the pillars should be, in the current design, embedded on the walls (if you get what I mean) perhaps 3 on each side instead of the 2 you\'ve currently.

The dome. There\'s some sort of star that is very lighted, what you tried to represent with that? I\'m not sure what it is.

The floor. I like it, nice choosing of colours, and fading; looks realistic. Problem: Since it\'s coloured and vivid, we miss the chance of having the light of the stained glasses reach the ground and project there their colour (the effect now, if present, is almost unnoticeable, either for lack of \"light power\" or because the colour choosing, floor is blue&red, the diaboli has lots of red on a blue background) one of the most beautiful effects of stained glass are achieved when their light falls on a darkened corner, so you\'re able to see all the colours fading.

The wall: Although circular, and even you stating your concerns about the texture used, I honestly think it does the trick, the main problem in this circumstances is the curved surface, that could give the spectator a weird feeling of \"curved stones\" to make a perfect circumference.
That effect is not noticed, mainly to the dimensions of the room. Also, the part where the stone texture ceases to exist is high enough from the head of the model, so mainly, we\'re focusing on the windows and sorroundings, that is, our vision remains narrowed and the effect works nicely, imo. I think you don\'t have to worry about the wall.

The windows: Amazing detail on using the artwork of other users, and obviously the use of lighting through stained windows (I recall a post where this was already made, using the windows of the magic shop) as for the stone sorrounding them, I don\'t know if it\'s intended or is in fact a weird texture projection, I\'d say the second, since you put the texture to fit the side part of the windows (the most wider one) and if you look at the window with front view, you notice some dark marks, here and there, that are caused because of that. Surprisingly, that doesn\'t create a bad effect, even more, it gave me the feeling of some decorative stone twisting, like if an artist had picked here and there to model like a barroc style.

The candles: They seem like spitting fire, don\'t look at all realistic, that\'s also a problem I\'ve seen in game, so I\'m unsure about it. I think that it has to be hard to model that, or perhaps there\'s some CS limitation there, but still makes them look more like \"toy or joke\" things, rather than real candles.

The \"machine\". Good work there, looks indeed from another world, and it spins (so you even animated it :) ) and looks quite \"magical\" the texture is shiny, but it\'s the way it has to be to give it that way of \"not belonging to normal things\" also I like the way the light affects the texture, enlightening here or darkening there, a wise choice.

The key. I love the way the \"crystal\" turns, it gives personality. The thing I like the less it\'s the texture, too bright, even if it\'s polished gold or magical... I think it\'s too bright and doesn\'t fusion correctly with the more palid (dermorian?) hands (or any other hand model that is ingame, I think there\'s too much light coming from the pole, and that may lead to a non believeable object)

The \"rain of stars\". The light of the machine kind of produces rain that falls inside the bowl. I don\'t know if you used the rain from ingame or simply used one of your own. I honestly would had ommited that part. Why? The rain has no collision detection (not even ingame, where you can have a ceiling upon you, and see the rain go through ;) ) but it looks weird to see the rain going through the circular (apparently solid) forms of the \"machine\"

The candelabrum. Hardly noticed during all the play, but, what I was able to spot, seemed really fine, I\'d say I\'ve no complains there (not even the chains)

Candleholders. I too don\'t know about the amount of triangles, but I admit that they work amazingly well, they\'re twisted, and clearly you\'ve seen some forge work before starting to model them, look realistic. I like them :)

Light points. IMO, the weak point. As I already said, I think there\'s too much light inside of the room to really remark the stained window effects, but anyway, now I\'m focusing in the point lights themselves. This I\'ve to assume is an error on your own; they\'re always in foreground. Look how they trespass pillars, the dermorian model, and also the structure of the \"machine\" I honestly don\'t know how this is supposed to be fixed, but I guess there has to be some way.

This is all I was able to spot during the time it took me to write all the text. I hope it\'s of some use, I will add more if I recall something important that I haven\'t said.

Keep up exploring the 3d modelling possibilities, clearly you\'re enjoying them.

See you some day in game, too (unfortunately, you\'ll have to forget about the axe :S)

EDIT1 to add: I recalled a thing I forgot to type :) The first one of (many?) to come :P To enhance the light colouring effect, it would be nice if you could be able to add some \"dust\" on the air. You know, little particles around, something similar to what you could achieve with a recording applying a film effect, something making the room not look so clean, I don\'t know if those particles would, eventually, result in a high drop of fps, but perhaps there\'s some effect that is implemented to achieve that kind of results, I hope you get what I mean.

EDIT2: I fired the monkey I hired to type the text that I said in loud voice, as soon as I spotted some big typos. Started an attempt to correct them myself. Note, those still lasting, are undoubtfuly monkey\'s fault. At least now I\'m saving some money with it.
« Last Edit: February 08, 2006, 07:05:32 pm by Nilrem »
Are there any MoonSeekers left?

Wired_Crawler

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« Reply #9 on: February 08, 2006, 08:49:02 pm »
I\'m glad, that You all like it, because I like it too :). I think I got good result, although some details could be improved.

@Suno_Reign: I\'m not sure, how I do this. I was not making such things before finding PS. Hmmm... I could ask the same
question to all artists presenting their works at the forum.

@Taser: I love You too :), and Your artwork, of course. And I think there is nothing wrong in loving many people :)

@Zorbels: How could I keep it for myself, if I am using other\'s work :P ?

@Nilrem: Hey, You are becoming my favourite community critic ;) You are following my own thoughts. Here are my answers:

Pillars. I know, what You mean. Pillars should be placed evenly along whole circumference. Yes, but they don\'t need to be inside of building, actually in many cases construction supporting dome is located outside, \"pillars\" look like thicker parts of walls. That was my intention. There is no place inside for them. Internal columns are more like decoration, and they could support something built above the roof (like belfry).

The star at the center of the dome - it represents nothing. It is just pretty ;) Let\'s say, it is allegory of Azure Sun. I often ponder on meaning of symbols found in various places in Yliakum.

Coloured lights on the floor Yes, I miss them too, but currently CS does not allow to add this. I mean - there IS a way and I was even trying to apply it, but unfortunately it doesn\'t work in my setup. Look at that -> Disco lights (or run \"walktest projectortest\"). That  is what would be needed. But - it requires using of different (so called shadowed) renderloop, which allows using spotlights, stencil shadows, bumpmapping etc. Then every texture in the scene must have associated normalmap (read: second set of textures is needed), all textures must be prepared carefully (information about transparency affects the final result greatly). All lighting would be calculated in real time = great impact on frame rate. In my scene there are 32 lights, with 8 lights I was getting below 20fps :/. Maybe it would be possible to simulate the effect somehow... I have an idea, I\'ll try it, if I find some time.

Dark marks on windows\' frames. It was intentional :) yes, it is \"decorative stone twisting\". I was trying to achieve similar effect like in case of the dome - simulate sculpture by using static shadows on the texture. BTW - the reason You could not determine the shape of ceiling: You were fooled by painted shadows :D, the surface of the roof is creasy, but not enough to cast shadows.

Candle fire. I agree, it sucks. It is generic fire emiter offered by CS, not suitable for candles. And it looks differently (better) in walktest application.

Rain Don\'t forget, that this is condensed magic power, who knows, what properties it posesses ;)

Light points Do you mean halos ? They do vanish after being obscured, but after short delay. I have no influence on this.

The key *writes down in his notebook: make textures for items less shiny and darker*

Dust in the air Hmmm... A fog. Maybe a bit of fog could do the trick ? On the other hand - yes, it would be possible to use sparkling particles. IF I find time...

Maybe I\'ll make corrections to the scene, but it will happen... soon(tm).
"Close the world, txEn eht nepO."

Lordbug

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« Reply #10 on: February 19, 2006, 04:16:43 pm »
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