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First deled modeled room!

 
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unphazed
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Joined: 18 Jan 2010
Posts: 46

PostPosted: Wed Feb 10, 2010 6:45 am    Post subject: First deled modeled room! Reply with quote

I built everything from the ground up! (literally). I'm still learning both deled and milkshape, so that as well as all the textures (somewhere near 30 or so I think) have taken me about a full month to make this.

http://roedigital.50webs.com/blog/

Constructive criticism greatly appreciated!!!!
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Grandmaster B
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Joined: 03 Jul 2007
Posts: 218

PostPosted: Wed Feb 10, 2010 1:32 pm    Post subject: Reply with quote

Nice work! Definately A+ for a newcomer!

Its very difficult to make a good looking scene with the light pointing towards the viewer. Taking this into account its amazing what you have done.

Its also a good idea to partly show objects on the side of the picture. You may add ordinary stuff like a broom. Always give the viewer an idea about what can be beyond the screen. It can also be a shadow or a light thats from an object that is not on the picture, like a open door with a man standing in it or cracks in the wooden wall. Fake it! You used shadow in the scene to make it more interesting but its to much. You can do that but you have to have detail in the exposed regions so that it looks the details will continue. However you scaled the color range in the scene from total white to total black, thats professional!

Keep it up!!!

Edit: If you need a renderer with radiosity(photon), this is pretty nice (and free): http://www.kerkythea.net/
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Jeroen
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Joined: 07 Aug 2004
Posts: 5332
Location: The Netherlands

PostPosted: Wed Feb 10, 2010 4:04 pm    Post subject: Reply with quote

Kudos for awesomeness! Very Happy
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chronozphere
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Joined: 20 Jun 2006
Posts: 1010
Location: Netherlands

PostPosted: Wed Feb 10, 2010 7:26 pm    Post subject: Reply with quote

Jeroen wrote:
Kudos for awesomeness! Very Happy


I second that. Great work! Shocked Very Happy
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unphazed
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Joined: 18 Jan 2010
Posts: 46

PostPosted: Thu Feb 11, 2010 1:28 am    Post subject: Reply with quote

heh, I actually have two beds and a broom and a mop in the scene as well Smile. But I decided that that side of the room wasn't interesting. Oh, and a brat hanging on the wall (kinda like a coat). BTW, anyone know of any good way of modeling cloth? I played the first Splinter Cell game the other day and I was astounded at how realistic the cloth was, and I only counted somewhere near 16 polygons on it... then again, it has an engine w/ gravity...

Edit: See?

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AWM Mars
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Joined: 06 Jan 2010
Posts: 1195
Location: Wilts England

PostPosted: Thu Feb 11, 2010 12:47 pm    Post subject: Reply with quote

I noticed in the blog picture, you had light beams in the window, someone was enquiring about how to create lightbeams.
I assume they are a polygon with a gradient texture on it?
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Grandmaster B
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Joined: 03 Jul 2007
Posts: 218

PostPosted: Fri Feb 12, 2010 9:31 am    Post subject: Reply with quote

You can make good cloth by adding wrinkles in the texture or by modelling the wrinkles. When you want to do it quick and dirty you may use a base-texture for making some wrinkles.

http://www.cgtextures.com/ - has a collection of wrinkle textures for using as a base. However you may also try to make them yourself by hand.

Modelling cloth should be easy just make the wrinkles in 3D.

Oh, and when you model cloth its best to first assign the texture UV's and then do the wrinkles because its impossible to correctly unwrap the model later and you need the UV's to have the shape of the wrinkles too.
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