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3 Dimensional Chat / Rendered Cinematics

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Kjetil
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Joined: 15th Jan 2003
Location: Norway
Posted: 10th Apr 2003 22:51
Hi heres some screenshots from the rendered cinematics from the upcomming game Mordheim - Deadly shadows, based on the miniatyre game from Games workshop, that no one ever wil play hence to copyright laws.



The modeling is bad, I know, but I haven't done any of it. I simply got the scene from another one of the team and my job was to texture it and light it. The texture work is cheap, I would have done a lot more with it if I had more time. The lighting is what I have worked the most with, so any critics are welcome.

Rendered with Mental Ray (Maya C 4.5)
- Kjetil
darkCorridor
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Posted: 10th Apr 2003 23:44
Wow... Great Job!

[br]mikey
rapscaLLion
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Posted: 11th Apr 2003 01:02
Not bad at all, great use of focal blur, and good lighting over all.

Alex Wanuch
aka rapscaLLion
Kousen Dev Progress >> Currently Working On Editors
LLX
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Posted: 11th Apr 2003 06:59
Thunmbs up

Shadow Robert
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Location: Hertfordshire, England
Posted: 11th Apr 2003 06:59
hmm... i'd setup the fire better, probably with like 20-30 point particles all giving off light to make it a little more real maybe even use a Shader to get a more realistic effect.

rather than using such a closely focused camera perhaps a more ample depth focus and range would give a deeper effect, if you coupled that with making the room darker to promote shadows - something which the scene doesn't seem to have any of (which makes it look weird imo)

setup the normal groups of the objects better, so it accentuates what is there already ... on the nVidia CgFX site they have a link to download a photoshop Normal plugin (bump map creator) - it'd also have been good to add depth to everything so you could play with the lighting in the surface structures.

it also seems weird not to have a window, i'd put some kind of a window in which provides the main light (which can setup the GI for) through that to provide a soft blue bright light, would really shadow the entire room and hopefully do the job of upstating the fire, as it lends nothing to the depth of the scene.

its a good attempt though (^_^)

Tsu'va Oni Ni Jyuuko Fiori Sei Tau!
One block follows the suit ... the whole suit of blocks is the path ... what have you found?
Critters
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Joined: 11th Apr 2003
Location: United Kingdom
Posted: 11th Apr 2003 17:22
wow thats pretty sweet. [b])

i actually specialise in cinamatics and am currently making one for a game named blicka block. Its pretty cool at the moment.

do you wish to see some snaps ?

actarus
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Posted: 11th Apr 2003 18:15
That looks sweet.

Caught by the Fuzz,well I was,still on my buzz
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Kjetil
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Location: Norway
Posted: 11th Apr 2003 19:11
Thanks for all the replyes.

I'll try to put the vid on a server when we are finished with it. That wil be start of may end of april.

We actually got hold of a scottish fellow to be the "storytellers" voice. And that's not easy, not in Norway. But its beginning to look rather good.


Quote: "hmm... i'd setup the fire better, probably with like 20-30 point particles all giving off light to make it a little more real maybe even use a Shader to get a more realistic effect.
"


The flame work is cheap. But when you don't have a lot of time, then you have to prioritize. Particle systems take a lot of time setting up. And that lot of time I don't have.


Quote: "...rather than using such a closely focused camera perhaps a more ample depth focus and range would give a deeper effect..."


I guess you are refering to pic 2.This is all about focus. There's a short animation of the chair being dragged from the table. And I want to hold the focus on the chair.

Quote: "...making the room darker to promote shadows - something which the scene doesn't seem to have any of..."


When I tried to make the shadows hard. All I got was a very different feeling in the room. Some shadows apared where I didn't wont them and drew attention from where I want the attention. This is the reason I made the shadow so soft.


Quote: "..it also seems weird not to have a window, i'd put some kind of a window in which provides the main light (which can setup the GI for) through that to provide a soft blue bright light, would really shadow the entire room and hopefully do the job of upstating the fire, as it lends nothing to the depth of the scene. "


No windows. Not my job.
Besides we wanted to create that claustrofobic feeling along with that cozy feelin of the fire. You know that feeling of good and cozy while it's still a bit spooky..


CoDiNg KnIgHt: put up a different post. Offcourse I want to see it.

- Kjetil
Shadow Robert
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Posted: 11th Apr 2003 20:46
if you were truely that strapped for time then surely just gramming an animation of a fire would be cool - or getting from the net a premade particle/shader setup.

the shadows in a scene like this can make or break it, if you want the attention to ride with the chair then you set the focus of the camer in such a way with a target to the seat of it which has a steep incline of blur once your off the focus so the other objects kinda blend into the background.
The emphasis on giving the scene atomsphere is a paramount objective when you're trying to give it a feel...

also notice that you've only using a single light source... the room should have 2 from the appearance, one from the candle lights to give a general glow and another from the fire which is rageing.
it is important to get the true feel of enclosure to setup both sets of lights and not have them too bright as this will make them more realisitc and give real black shadows as well as interacting with each other... this is very important to give a true depth to the scene and add a nice gothic feel

i may explain further how to use lights for more effect later, because it is a very complicated thing to learn and understand howto use them properly... same goes for the depth of field focus and atomspherics of a scene.

Tsu'va Oni Ni Jyuuko Fiori Sei Tau!
One block follows the suit ... the whole suit of blocks is the path ... what have you found?
Andy Igoe
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Posted: 12th Apr 2003 03:32
Haigh Kjetil. Dette err fra der UK, kan je en minute, takk?

Well that's most of my Norwegian all used - shame it had nothing to do with the subject at hand...

Anyway where was I... oh yes your animation. Limited time, crude modelling, rushed job. Oh my Games Workshop havn't changed at all.

The company that changed from lead minitatures to the cheaper pewter and used it as an excuse to double their prices. Good old Games Workshop.

I am sorry to say I don't look forward to the game at all, but i've no doubt it will have high sales figures for a few months then be summarilly dumped with no further support or update, as is the norm with computer games that feature a GW logo on the box.

All that said and done, I hope you screw them for every penny you can and make it a profitable venture if not a quality one. It's about time someone got the financial upper-hand when dealing with them anyway.

No i'm not bitter, it's not as if Man-O-War or the 40K Tyranid army list have my name in the credits afterall, and I can't tell you how close I am to finishing this post with a word that begins with B.

Pneumatic Dryll, Outrageous epic cleric of EQ/Xev
God made the world in 7 days, but we're still waiting for the patch.
Kjetil
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Posted: 12th Apr 2003 04:38
PneumaticDryll: LOL and LOL!

This is not a commercial product. I'm not going to release it because I'm afraid GW would have ripped my somewhat thin wallet appart if I did. I'v stolen the whole goddamn idea and story.

So were making a game that no one ever wil play because we wil never release it.




Raven: Actually the scene has 8 light sources. But yes the fire is the key light. Several lights been set up to elliminate those hard shadows that you allmost never see in RL. This is only done because I'v been to lazy to set up the color bleeding (or final gather as it is called in mental ray), in other words light photons that reflects when they hit an object or material.
In overal, the job is lazy. But all in all, getting things done fast is all about cheating the way nobody sees it.

It's not in my hand anylonger anyway, got some guy working with the whole cinematic in combustion and after effects. It mainly compose of 2d artwork this is only an 8 sec vid shown to present the 2d artwork.

- Kjetil
Shadow Robert
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Posted: 12th Apr 2003 05:56
lol i just figured those other light spots were on the texture as the whole room is so well lit

personally i think the Space Hulk, Space Marine, Space Hulk2 and Warhammer: Bad Omen games were pretty good - loved them to bits, can't say the same for ANY of the others those. Waste of time and resources, i means what the hell is the point in recreating the board game on a medium which is capable of realtime?
pitty really

Kjetil the effect for light photon setup is Global Illumination, because you setup the Standard and Causistic photons - which really isn't to hard in anything ... just set the photon level to say 3,000 with a wide spread gives a good effect.
i've noticed with all of your renders the filter is set to blur and to be honest i think its an ugly effect - prefer graphics to be more crisp.

you'll notice that in real-life you do see ALOT of hard shadows as it were, but you also see also the tinted atomospheric shadows and it doesn't take much to develop a way to recreate them easily...
i'll see about mocking up a small scene and tutorial - but i don't have Maya on here right now (tried to install 5 yesterday ran out of room and now neither can be uninstalled which is a pig)
so will be in something else probably Max5

Tsu'va Oni Ni Jyuuko Fiori Sei Tau!
One block follows the suit ... the whole suit of blocks is the path ... what have you found?
indi
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Location: Earth, Brisbane, Australia
Posted: 14th Apr 2003 11:41
kjetil

You display good 3d abilities and keep to a constant style which is pleasant to the eye.

I think the model character u made before would work very well in this world as the composition of style seems to blend well.

Mobiius
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Posted: 16th Apr 2003 02:45
Hey, I think the graphics are quite good.

They look very realistic. However I do think that the fire needs a little somthing else to make it really stand out.

Just my 2p

Whut!
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kfoong
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Posted: 16th Apr 2003 02:57
cool pics. though the second one is a bit too blurry, but thats just my opinion

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