Iron Tower Studio ForumsRPGCyclopean (Moderator: Scott)3D art: The Gravedigger's Cottage UPDATED 12-17-09
Pages: [1] 2 3  All   Go Down
Print
Author Topic: 3D art: The Gravedigger's Cottage UPDATED 12-17-09  (Read 5182 times)
Scott
Moderator

Posts: 1426


----


View Profile
« on: November 09, 2009, 01:09:18 PM »

Some of you may recall an earlier attempt at posting a 3D model, which was met with universal, sneering disdain.  In order to test the T3D engine, I've started with something much less ambitious, a humble cottage.  This is a work in progress as we've just established a basic Materials/Textures pipeline, but not lighting, transparencies, front doors, etc.


* gdcottage2.jpg (213.63 KB, 640x480 - viewed 527 times.)

* gdcottage5.jpg (103.81 KB, 480x360 - viewed 165 times.)

* gdcottage6.jpg (140.74 KB, 480x360 - viewed 189 times.)

* gdcottage4.jpg (108.82 KB, 480x360 - viewed 157 times.)

* gdcottage3.jpg (192.49 KB, 640x480 - viewed 190 times.)

* gdcottage7.jpg (216.24 KB, 640x480 - viewed 38 times.)
« Last Edit: January 31, 2010, 01:38:22 PM by Scott » Logged

The only thing worse than drinking alone is not drinking at all.
MaximB
Artisan

Posts: 724



View Profile
« Reply #1 on: November 09, 2009, 01:26:09 PM »

Very very nice...
Did you make those models ?
What 3D program are you using ?
Logged
Vince
Developer

Posts: 4067



View Profile
« Reply #2 on: November 09, 2009, 01:27:17 PM »

Is nice!
Logged
Tylerbear
Neophyte

Posts: 7



View Profile
« Reply #3 on: November 09, 2009, 03:36:54 PM »

Nice.  All you need is a creepy well next to it...
Logged
GhanBuriGhan
Craftsman

Posts: 439



View Profile
« Reply #4 on: November 09, 2009, 04:19:07 PM »

A good start. Floor looks too clean, I think.
Logged
caster
Archmaster

Posts: 2380



View Profile
« Reply #5 on: November 09, 2009, 04:58:01 PM »

I guess some textures can fix that. I would say it looks too bright though... but thats going to be taken care off too later on.
Logged

I don't know, I don't care, and it doesn't make any difference! - Albert Einstein


The trouble ain't that there is too many fools, but that the lightning ain't distributed right.
dr.newbenstein
Apprentice

Posts: 75


View Profile WWW
« Reply #6 on: November 10, 2009, 08:03:59 PM »

For some reason the interiors look much more palatable than the exteriors.
Logged

inhuman
Journeyman

Posts: 100


View Profile
« Reply #7 on: November 12, 2009, 09:43:33 AM »

http://www.irontowerstudio.com/forum/index.php?action=dlattach;topic=1140.0;attach=4018;image

<edit> </edit>

This image alone is a testament to how great it would be to have an orthographic rendering mode along the perspective mode in the game, especially with working and proven models (UFO:Alien Invasion) to observe, which I've been unable to convince Vince for AoD. Sad really.
« Last Edit: November 12, 2009, 07:19:33 PM by inhuman » Logged

Scott
Moderator

Posts: 1426


----


View Profile
« Reply #8 on: November 12, 2009, 11:55:32 AM »

That's not an orthographic render, sorry.
Logged

The only thing worse than drinking alone is not drinking at all.
inhuman
Journeyman

Posts: 100


View Profile
« Reply #9 on: November 12, 2009, 07:14:26 PM »

Oops. I, of course, meant this one:

« Last Edit: November 12, 2009, 07:22:20 PM by inhuman » Logged

GhanBuriGhan
Craftsman

Posts: 439



View Profile
« Reply #10 on: November 13, 2009, 03:16:37 AM »

Neither is this one. Can't tell if its a two-point render, but its definitely not orthographic. which just goes to show that such things are not really worth worrying much about.
Logged
Scott
Moderator

Posts: 1426


----


View Profile
« Reply #11 on: November 13, 2009, 09:19:29 AM »

GBG is correct.  But is there such a thing as a two-point render setting, or are you referring to a technique I would use setting up the shot?  Truthfully, I just dropped two lights into the scene and dragged the default perspective camera around.  For the more crowded interior details I created a camera camera.

Orthographic perspective aside, there is still something to be said for a fixed isometric camera, which allows for much more careful lighting of areas and staging of encounters and scenes.  It also allows the artist to concentrate more resources on less content.  Diablo 3 is still sticking with a fixed isometric camera, even after the "competition" have long abandoned it.
Logged

The only thing worse than drinking alone is not drinking at all.
GhanBuriGhan
Craftsman

Posts: 439



View Profile
« Reply #12 on: November 13, 2009, 09:53:49 AM »

I think some renderers indeed have these options, e.g. architects, I think, prefer two point or even single point renders for project presentations, and engineers like orthographic renders - so maybe its more something done in CAD software. But I don't know much about that, thats just some information I remember hearing from my architect and engineer brothers.


Edit:
Google-foo: http://wiki.blender.org/index.php/Doc:Manual/Render/Camera/Perspective
For Blender at least, it seem definitely a matter of setting up the camera.
« Last Edit: November 13, 2009, 09:59:25 AM by GhanBuriGhan » Logged
Scott
Moderator

Posts: 1426


----


View Profile
« Reply #13 on: November 13, 2009, 10:12:49 AM »

All the background renders I did for Keep on the Borderlands were orthographic.  They had to be in order to look right, since the camera was fixed.  I agree that it wouldn't be an improvement with a movable camera.


* kotb_orthographic.jpg (118.6 KB, 633x800 - viewed 498 times.)
Logged

The only thing worse than drinking alone is not drinking at all.
MaximB
Artisan

Posts: 724



View Profile
« Reply #14 on: November 13, 2009, 10:46:14 AM »

Scott, you didn't say what programs you are using for the 3D stuff...

----
3DS Max --Scott
« Last Edit: November 13, 2009, 10:53:15 AM by Scott » Logged
Pages: [1] 2 3  All   Go Up
Print
Jump to: