Going to the Art Institute of Vancouver studying 3D Modeling for Animation and Games. Gamer on the side (When homework doesn't control my existence). Want modeling help? Give me a shout! Fav Game: TC:E (True Combat:Elite a tactical realism shooter). Unreal fan. Nu-Metal <3

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AO_Test
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AlCool Author
AlCool - - 3,112 comments

Haha, one is a bit higher then the other. Kinda made it in a few seconds and didn't notice. OH WELL! (<--- Fails at being a perfectionist)

Also PNGs appear to be crushing the colours a lot. Might see what other formats this website lets me upload. (Targa anyone?)

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AlCool Author
AlCool - - 3,112 comments

Also there are no torch fires in there. I have them ready, but they hate being rendered with everything else, and I was feeling a tad lazy to add them to these. ;D

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booman
booman - - 3,651 comments

Ambient Occlusion really helps. Its so feint but noticeable. Good job. I'll remember to mess with AO settings in my games...

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AlCool Author
AlCool - - 3,112 comments

I find it really helps describe the shapes a lot better with AO on. Definitely a must have for any showreel project.

Most games that use it use it at a VERY low setting, but it still makes the lighting look better.

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Picklock
Picklock - - 414 comments

Sweet little scene you got going, makes me want to play mount and blade =D

I'd say push the blacks even more, give me more contrast! haha

a bit of light fog coming in through the windows would be a nice touch :)

Maybe a bit more intensity for the torch hot spots :/

I think it would help alot to have some variation between the floor and wall texture to set them apart a bit.

what renderer you using?

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AlCool Author
AlCool - - 3,112 comments

Yeah it was mount and blade inspired :D

I was actually just in the process of doing that with the AO. I'll post it later.

There actually IS light fog. I didn't composite it for this shot for the same reason there is no fire on the torches. Just wanted to quickly throw it up, and a bit o lazyness. I'll add it to the next shot.

Torch hotspots be a fickle thing. I'll see how it looks when I increase them. (I have messed with them a LOT since the beginning)

Since the floor and wall ARE fully separate textures, I tinted the ground more green, and the wall more blueish. I was told the exact same thing already by a few people haha. I'm going to try and add a few loose blocks or something to break the pattern if I can.

These were Mental Ray right out of maya, each a single frame. No compositing. Set at half resolution (From 720p)

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Description

Been trying out a technique to render the AO with the Beauty pass, that only uses the AO where the lighting is below 100% (Value of 1.0, but I made it 90% instead), and fades it in like that.

It gets about he same results as having a separate AO pass composited over the beauty, but it's all done in 1 render. The lighting effecting the AO is nice too.