Sat, Sep 21, 3:28 AM CDT

quiet halls

3D Studio Max (none) posted on May 13, 2002
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Description


I dont really have much to say about it, but id really like some tips and comments please! thanx!

Comments (5)


jr221

8:51PM | Mon, 13 May 2002

Interesting scene. I don't like the extremely wide angle of the camera, but that is a personal preference.(considering the brightness of the lockers and floor, I think it works here) If the walls are going to have such a rough texture, maybe everything else shouldn't be so perfect.(at least the floor would show the seams) If you are going to choose a view so close to the lights on the ceiling, you should probably put more detail into them. The brick texture, is probably too long as well.(although bricks like the ones you have here, DO exist) I apologize for being so critical. Of all the b.s. I just gave you, I would definitely change the wall texture to a more normal tile.

hodsjes

9:20PM | Mon, 13 May 2002

no need to appologize, thats exactly what Im searching for. I need consructive criticizm, in order to make this as visually appealing to everyone. how do I get the lights to self illuminate in the reflections? ill work on the textures in question, and get back to you on that. thanx again!

QuoSynchronus

9:46PM | Mon, 13 May 2002

I rather like it just the way it is! I think it's a great perspective to shoot a scene with. Perhaps the floors are a bit too spotless for a locker room but other than that it's all wonderful.

Iyidin_Kyeimo

7:45AM | Tue, 14 May 2002

ok, I'm going to be harsh. The reflections are too much and need a bit of falloff, the bump (displacement?) mapping on the wall is too great and should be toned down. But the major crit is that everything looks far too regular. The bricks, lockres and floor have no variation in them. Even brand new lockers would have slight differences, a chip here, bit of dirt there. Also, it would be better if you added a bit of interest into the picture, maybe a bin, graffiti, a spill? Something to liven it up, because at the moment it's a bit stale. Hope you take this constructively as it's intended, the modelling is good. Look forward to an update.

hodsjes

3:41PM | Tue, 14 May 2002

I was thinking that myself...it does seem to perfect. but when I use falloff, the floor looks a little odd. more so than now. the walls always did bug me... I'll touch those up, do something with the lockers. and the floor sure needs a bump map of some sort. I'll get back to it. thanx!


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