Anim8or Community

Please login or register.

Login with username, password and session length
Advanced search  

News:

An update to Anim8or, v1.00b, is available with a few bug fixes. Get your copy HERE. See the "ReadMe" file for details.

Author Topic: lamp  (Read 3477 times)

Arik_the_Red

  • Sr. Member
  • ****
  • Posts: 760
  • Just another aninoob...
    • View Profile
    • śwakened!
lamp
« on: August 14, 2010, 03:46:20 am »

Lamp for a project.  Just a minor detail of something bigger. I always liked these sorts of lights.

EDIT - Testing a hallway tunnel sort of scene...
« Last Edit: August 14, 2010, 06:58:17 pm by Arik_the_Red »
Logged

cooldude234

  • Sr. Member
  • ****
  • Posts: 901
  • You know what I realized, I dont have an avatar :\
    • View Profile
Re: lamp
« Reply #1 on: August 15, 2010, 02:19:37 am »

It looks awesome, I love using small detailed objects like that, but may I suggest something... Use a small texture on it, it will add a lot more to it and make it look twice as better.
Logged
ľ

Arik_the_Red

  • Sr. Member
  • ****
  • Posts: 760
  • Just another aninoob...
    • View Profile
    • śwakened!
Re: lamp
« Reply #2 on: August 15, 2010, 06:18:59 am »

Thanks, dude.

Will have to think on the texture idea... not sure how much I should put into that particular detail with that particular object.

I was playing with lighting, and put two lights in, locating them where two of the lamps are, but seemed that only one light was working and the other simply non-functional. Soooo, I ended up deleting the lights and re-adding them... and it's working now.

So far, I have 2 lights here, installed to test the effects...

Also, I decided to take the brick pattern I made and make it gray.  By the way, the brick pattern was from one I had taken a photo of myself and then modified in GIMP... Attached in original, then brick-color modified, and gray-color modified, for anyone wanting to mess with it. The original images was of sidewalk bricks downtown in the town I live in. I went on a texture and such shooting spree one day and got all sorts of images I am slowly converting into texture use.
Logged

cooldude234

  • Sr. Member
  • ****
  • Posts: 901
  • You know what I realized, I dont have an avatar :\
    • View Profile
Re: lamp
« Reply #3 on: August 15, 2010, 06:42:52 am »

It looks like its coming alone, is this still the same project as the spcae one based off of that tv show?

oh and ADD THE TEXTURE, you actually dont need high poly for detail, most of the times its all in the texture, trust me. I made a gazillion textures for my games in cre8or. Since high polly models really slowed down my game I allways make them low polly and add a highly detailed texture. Most people dont understand the importance of the texture.


Heres a picture of my game, those buildings are nothing to do with poly, it's practically a box.
« Last Edit: August 15, 2010, 06:58:56 am by cooldude234 »
Logged
ľ

Arik_the_Red

  • Sr. Member
  • ****
  • Posts: 760
  • Just another aninoob...
    • View Profile
    • śwakened!
Re: lamp
« Reply #4 on: August 15, 2010, 06:55:27 am »

Since the lamps are pretty much drowned out by the brightness of the light, I think a texture would be somewhat useless, woldn't it?

Here, I got all the lights in place, a bit of tweaking the light details... Seems to work well. Now I can detail it out more... some doors, more wall details (conduits, etc.)...

One thing that's a bit mucked up, is the high level of shadow at the base of each lamp.

As for the project in question... Yes, it's tied in with an aspect of the Corporal Cosmic project, though really the thing I'm working on here could well be its own storyline/project/video game if I ever got a team together to work it.

By the way, dude... do you use Windows Messenger? You're welcome to add me.
Logged

cooldude234

  • Sr. Member
  • ****
  • Posts: 901
  • You know what I realized, I dont have an avatar :\
    • View Profile
Re: lamp
« Reply #5 on: August 15, 2010, 06:57:11 am »

Yes I do use Messenger, (Im using it right now)

You can also check out my game (the picture posted above in my other post) at cre8or3d.com
http://cre8or3d.com/forum/index.php?topic=952.0
« Last Edit: August 15, 2010, 07:00:38 am by cooldude234 »
Logged
ľ

cooldude234

  • Sr. Member
  • ****
  • Posts: 901
  • You know what I realized, I dont have an avatar :\
    • View Profile
Re: lamp
« Reply #6 on: August 15, 2010, 07:03:02 am »

Might I add that theres loads of things you could do to that hallway to make it look more detailed.
Try bump maping and adding vents and stuff (depending on what the scene is and the story depends on what items to add into the hallway, EG future=vents and electronic stuff, Medieval = vines and battle axes etc.)
Logged
ľ

Arik_the_Red

  • Sr. Member
  • ****
  • Posts: 760
  • Just another aninoob...
    • View Profile
    • śwakened!
Re: lamp
« Reply #7 on: August 15, 2010, 07:16:14 am »

Yup, that's exactly where I'm taking it next.

Would be glad to go into detail on just what it is going to be... but at the risk of being enigmatic, I don't really know how much I want to put out in the public forum.

I've not worked with bumpmaps as yet (GASP after all this time???), but am contemplating it.  I am very slow to step into new things sometimes... I think I'm getting old or something ;)
Logged

Arik_the_Red

  • Sr. Member
  • ****
  • Posts: 760
  • Just another aninoob...
    • View Profile
    • śwakened!
Re: lamp
« Reply #8 on: August 15, 2010, 08:41:30 pm »

Hallway completely textured... again, all from digital shots I took on my crazy shooting day.  Now, on to detail things as mentioned before.  Though I am a bit hung up on whether to go for the heavy bricks, or the milder image... Thinking probably going for the 2nd, newer look.
« Last Edit: August 15, 2010, 11:01:04 pm by Arik_the_Red »
Logged

Arik_the_Red

  • Sr. Member
  • ****
  • Posts: 760
  • Just another aninoob...
    • View Profile
    • śwakened!
Re: lamp
« Reply #9 on: August 16, 2010, 07:45:46 am »

WHOOOHOOOOO!!! I think I got the look I want!

Cooldude coached me a bit on bumpmapping... I did some bumping of all the textures, then settled on just the brick walls - which are textured with the pattern via difuse, and through bumpmap....

Definitely has the look of some sort of service tunnel... I like it!

THANKS, DUDE!
« Last Edit: August 16, 2010, 08:04:55 am by Arik_the_Red »
Logged

NeonFalcon

  • Jr. Member
  • **
  • Posts: 55
  • ill stay in touch:)made on pivot
    • View Profile
Re: lamp
« Reply #10 on: August 17, 2010, 06:59:43 am »

hhhhhhhhhaaaaaaahhhhhhhhhahahahahahahahah it looks awsome and i like awsome because its awsome and awsome is always awsome lol!!!
Logged

Arik_the_Red

  • Sr. Member
  • ****
  • Posts: 760
  • Just another aninoob...
    • View Profile
    • śwakened!
Re: lamp
« Reply #11 on: August 17, 2010, 02:38:25 pm »

I always appreciate being rated "awesome!"

Check this out.... the image I posted previously was rendered on my mini-PC...

Now, I've moved it all over to my main machine - my desktop tower... and the exact same rendering comes out like below!

I went through and I think the settings match for both anim8or programs and files.

Why is there such a difference in rendering?

Below, Image 1 from the Mini-PC, Image 2 from the Tower PC.

Logged