LarryG on 17/10/2012 at 18:35
Quote Posted by Renzatic
...which'll probably start another color argument. :mad:
Not argument, a healthy and spirited discussion. ;) That's a good thing.
Renzatic on 17/10/2012 at 18:45
Fisticuffs are inevitable.
:mad:
ZylonBane on 17/10/2012 at 19:18
One huge thing we have going for us is that Thief's art style is predominantly photographic realism. Any stylization is an unintentional artifact of the low-color/low-resolution limitations of the day. This makes it a hell of a lot easier for a retexture project to maintain a consistent art style from multiple contributors.
Renzatic on 18/10/2012 at 02:44
(
https://dl.dropbox.com/u/3018396/bookshelf_preview.jpg) Preview of what has to be the most time consuming texture I've ever worked on. And yes, I'm counting all the color tweaking I did on that damn wood panel. :P
Still plenty to do, but thought I'd throw out the currently unfinished version since I got a lot of good feedback after doing it last time.
LarryG on 18/10/2012 at 02:47
Looking good. Though ... I'm trying to figure out why the books look out of focus and cartoony. Do you know what I mean? They look painted and not photo realistic ...
Edit: I had a similar need for rendering a 3D cupboard full of dishes as a texture because I ran over the maximum number of objects. I solved it by building the shelves in a room (DromEd, not really building the shelves), putting real dish objects on it, and then taking screen shots from from the perspective of Garrett's standing eye. I then transformed the screen shots into textures. It wasn't as good as having the real space modeled and populated with dishes, but it wasn't remarked on by the players as being horrible either. It went unnoticed. Higher resolution images would have worked better. In any event, the top sheves were above Garrett's eye, while the lower was at eye level. Note how the perspective of the box changes and how the shadowing works.
[ATTACH=CONFIG]1375[/ATTACH][ATTACH=CONFIG]1376[/ATTACH][ATTACH=CONFIG]1377[/ATTACH]
Renzatic on 18/10/2012 at 02:53
Wow, that was fast.
Probably due to one the adjustment layers I have applied. Either that, or the fact they kinda stand out a little from the bookshelf makes them look a little weird because they clash. The wood is kinda monotone, the books multicolored. It's bound to look a little strange.
Once I get the left side booked up, I'm going to try to tweak the colors a little more.
edit: it also wouldn't hurt to throw in a few imperfections in on the bookshelf itself. Right now it looks way too geometric.
Renzatic on 18/10/2012 at 03:12
Quote Posted by LarryG
Edit: I had a similar need for rendering a 3D cupboard full of dishes as a texture because I ran over the maximum number of objects. I solved it by building the shelves in a room (DromEd, not really building the shelves), putting real dish objects on it, and then taking screen shots from from the perspective of Garrett's standing eye. I then transformed the screen shots into textures. It wasn't as good as having the real space modeled and populated with dishes, but it wasn't remarked on by the players as being horrible either. It went unnoticed. Higher resolution images would have worked better. In any event, the top sheves were above Garrett's eye, while the lower was at eye level. Note how the perspective of the box changes and how the shadowing works.
I could do that, but the end result would be completely different than the base texture. If I want to keep it flatish like the original, but give it a bit of depth, I have to draw it out like it's being viewed from an orthogonal projection. It's got some slants now, a little bit more depth than the nearly perfectly flat original, but still sorta generalized.
LarryG on 18/10/2012 at 03:33
Quote Posted by Renzatic
I could do that, but the end result would be completely different than the base texture. If I want to keep it flatish like the original, but give it a bit of depth, I have to draw it out like it's being viewed from an orthogonal projection. It's got some slants now, a little bit more depth than the nearly perfectly flat original, but still sorta generalized.
I was thinking more about the shadows. I think your base shelving image needs dark shadowing at the top and no shadowing starting about 1/2 way down. Then, depending on how far back the book is pushed, the top of the book might be in shadow from the shelf above. It's something to think about and try and see if it helps or makes it look worse. And I think the black line under the books is a mistake. If the book projects out from the shelf, it cast a shadow on the shelf below too.
Renzatic on 18/10/2012 at 03:52
Quote Posted by LarryG
I was thinking more about the shadows. I think your base shelving image needs dark shadowing at the top and no shadowing starting about 1/2 way down. Then, depending on how far back the book is pushed, the top of the book might be in shadow from the shelf above. It's something to think about and try and see if it helps or makes it look worse. And I think the black line under the books is a mistake. If the book projects out from the shelf, it cast a shadow on the shelf below too.
Yeah, that black line has been a pain in the ass. I can remove it in a second, because all it is are shadows being cast off the books onto the shelf. I thought it looked a little weird myself, but when I remove it, it looks like the books are just sorta...there on top of the shelf. I'll play around with the shadowing a bit, and post again in a couple.