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Abandoned room
show user profile  rob@dynamic
Hi guys,

Here's a quick render of my latest project. Usual weapons of choice. Max and MR.

Any crits would be be great. Thanks

3D Portfolio

read 913 times
12/22/2011 8:23:41 PM (last edit: 12/22/2011 8:23:41 PM)
show user profile  Dave
I think it could be pushed a lot further in terms of general grimy'ness, there are also mixed signals in it's current state as the rafters look to be recently polished! Floor and the chest of drawers also appear to be in very good condition.

If you're going for abandoned, don't emphasise too much on the man-made destruction (ie, the gaping hole in the floor???). These effects are usually minimal, a broken window here, crudely scavenged materials there. Unless the damage was the cause of the abandonment in the first place (a picture with narrative is always good).

The type of room is also a little dull, square... not much to read from it really, could of been any old room and therefore isn't going to draw too much attention.

"I flew over Egypt once"

read 898 times
12/22/2011 8:46:50 PM (last edit: 12/22/2011 8:46:50 PM)
show user profile  Nik Clark
Came here to post about the shinyness.

The hole in the floor looks like somebody is dismantling the floor, rather than slow decay. I like it overall though, it will be great with a little tweaking.

read 894 times
12/22/2011 8:50:31 PM (last edit: 12/22/2011 8:50:31 PM)
show user profile  K-tonne
could be cool
too much bump on the floor- maybe break up the stain with raw wood looking bits
loose planks need to be beaten up and they look like they've got no texture on them- same for the floor support beams
the cracks in the wall are way too black and repeat
the window is non-descript, i'd prefer a more recognisably traditional type with a sill, a frame, and busted out glass
ceiling needs some boards hanging down broken and the beams look too new and regular
spill some paint on that sideboard and scratch it up allot
break that drawer
i think some dust in the air would look good, as would some plantlife creeping up through the hole in the floor

Website and Portfolio

read 890 times
12/22/2011 8:50:53 PM (last edit: 12/22/2011 8:50:53 PM)
show user profile  BishBashRoss
I agree. I think the concept has a lot of potential but it needs to be pushed further to be interesting. I don't know if you have played uncharted 3 but there is some amazing locations and texture work in it. Could offer some inspiration.

read 882 times
12/22/2011 9:11:21 PM (last edit: 12/22/2011 9:11:21 PM)
show user profile  GirishDJoshi
Superb concept man. The floor looks good.

I think the window needs more destruction :D. Window looks too clean.

More dirt, wood, walls, fallen things on the floor.

It's so old that you left the biped in it :D

3D ArchVis


Girish Joshi Photography

read 832 times
12/23/2011 4:40:06 AM (last edit: 12/23/2011 4:40:06 AM)
show user profile  Garp
This might give you some inspiration for the textures.

read 826 times
12/23/2011 5:01:59 AM (last edit: 12/23/2011 5:01:59 AM)
show user profile  LionDebt
Ahh, so that's the filthy bathroom in which the voronoi fracture script was conceived... :)

Its getting there, gotta agree with what everyone else has said. #conformistpig.
First thing I noticed was the really unrealistic skeleton, until I realised it was a Biped for referencing scale (I think/hope). Then my eyes drifted to the shiny chest of drawers and ceiling beams. Also, a severe lack of window,

I feel if the window was boarded up, and allowed only little slats of light into the room - it might help the atmosphere, making it a bit more grimy and dark.

read 824 times
12/23/2011 5:13:48 AM (last edit: 12/23/2011 5:13:48 AM)
show user profile  roccodiablo
The lighting is really good so once you sort out the textures it will look great.

Agreed with above. The walls look like no ones been near the room in years but the furniture could've been put there yesterday.

read 809 times
12/23/2011 9:36:30 AM (last edit: 12/23/2011 9:36:30 AM)
show user profile  rob@dynamic
Thanks for all the comments guys. Here's an updated render from yesterday.

* Added an alcove on the right of the room
* Tweaked window frame
* Added planks to ceiling
* Added planks
* Added hole in ceiling

Today I'm going to start working on the textures making stuff look more beat up.

Anyone got any tips on how to do paint spill that's dripped over the top of the draws onto the floor?

Also whats the best way to create a light beam and dust. Like this:,1170667514,1/stock-photo-lightbeam-into-dust-2618062.jpg

Any ways here's the render...


3D Portfolio

read 713 times
1/5/2012 10:54:32 AM (last edit: 1/5/2012 10:54:32 AM)
show user profile  Pil
The size, aspect ratio and placement of the window looks all wrong to me?!?!?!

read 704 times
1/5/2012 11:18:37 AM (last edit: 1/5/2012 11:18:37 AM)
show user profile  Nanne
I agree with most of what has been said, to shiny and so on. But I love the idea :) Also, the camera angle is a bit undramatic. But maybe that's a later stage.

Regarding volumetric light in mental ray; here you go. The Parti Volume shader:


Kristoffer Helander
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read 671 times
1/5/2012 2:45:47 PM (last edit: 1/5/2012 3:02:44 PM)
show user profile  rob@dynamic
Thanks for the links guys. Really usefull.

HEre's my first render attempt at using volumetric light to give the illusion of dust... not overly happy with it to be honest. What dyu guys reckon?

3D Portfolio

read 612 times
1/6/2012 10:32:40 AM (last edit: 1/6/2012 10:32:40 AM)
show user profile  DannyMax
the textures on the walls are looking a lot better, the window is still not right, I would have a look at some old windows if I was you and copy one you like . the frame seems too fat if you ask me and how would you open it ? in some old buildings if the windows did not open outwards the window would come as two parts and one would slide over the other I think they where called hash windows or something like that and as said before the over all size is wrong , also I would say the floor boards are to thick.

I think you could have a nice picture going on here so do keep at it :)

read 600 times
1/6/2012 11:31:51 AM (last edit: 1/6/2012 11:31:51 AM)
show user profile  Nanne
Try using PFlow to add dust particles in the air. Try the Shape Facing operator with opacity mapped material on.

Kristoffer Helander
  :: Works ::   |  :: Resumé ::   |  :: Contact ::   |  :: CG Blog ::   |  :: Links ::     
read 596 times
1/6/2012 11:40:08 AM (last edit: 1/6/2012 11:40:08 AM)
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