itsjustme Posted March 15, 2015 Posted March 15, 2015 Here is the beginnings of an exam room...I re-purposed a few things to save time. There are still some things to add, the lighting needs work and the materials will probably get more tweaking. Quote
Admin Rodney Posted March 15, 2015 Admin Posted March 15, 2015 I think I've been in that room before! Looking good. Quote
Hash Fellow robcat2075 Posted March 16, 2015 Hash Fellow Posted March 16, 2015 It's looking super! Quote
itsjustme Posted March 28, 2015 Author Posted March 28, 2015 I modeled a stool and trash can, changed the floor out with one that is geometry instead of a map, re-modeled the cabinet to be separate boards and tweaked the materials. I still have a couple of things to model and some lighting to deal with...and maybe a little more tweaking. Quote
Admin Rodney Posted March 28, 2015 Admin Posted March 28, 2015 Need a few posters on those walls! Hmmm... and don't forget one of those 'sharps' containers for collecting needles and such. Here are some examples of wall mounted containers: LINK Quote
itsjustme Posted April 8, 2015 Author Posted April 8, 2015 I added a soap dispenser, paper towel dispenser and a sharps box. I have just a couple more things I want to add...it's going to be pretty sparse. Quote
Admin Rodney Posted April 8, 2015 Admin Posted April 8, 2015 NIce detail! And (as always) very impressive modeling! I note that even the electric outlet is in the (proper) upside down smiley face orientation. (I've always wondered if designers didn't do that more to dissuade children from being too friendly with those guys) Quote
itsjustme Posted April 29, 2015 Author Posted April 29, 2015 I added an ophthalmoscope and otoscope. The room is still sparse, but I think it will be enough for what I'm doing. ------------------------- EDIT ------------------------- I resized the ophthalmoscope and otoscope after seeing what they looked like with Bertram in the scene for reference. Quote
Admin Rodney Posted April 30, 2015 Admin Posted April 30, 2015 Bertram looks a bit kid-sized there. Tiny even. Perhaps it's mostly due to the angle of him in the image. I'm mainly judging this by the door/doorknob but also the examination bench/seat. Quote
itsjustme Posted April 30, 2015 Author Posted April 30, 2015 Bertram looks a bit kid-sized there. Tiny even. Perhaps it's mostly due to the angle of him in the image. I'm mainly judging this by the door/doorknob but also the examination bench/seat. Good catch, Rodney! I'll resize and re-render. Quote
Dpendleton77 Posted April 30, 2015 Posted April 30, 2015 Still when I see this I want to turn my head and cough. I tell ya good job. Quote
Wildsided Posted April 30, 2015 Posted April 30, 2015 For what it's worth I think if you decal a couple of medical looking posters and charts onto the walls it'll make the scene look more complete. I think that's why the room might feel a bit sparse. Quote
itsjustme Posted April 30, 2015 Author Posted April 30, 2015 For what it's worth I think if you decal a couple of medical looking posters and charts onto the walls it'll make the scene look more complete. I think that's why the room might feel a bit sparse. I've thought about that, but, most of the stock images I've looked at don't have much on the walls...maybe a diploma or something. Here are some reference images: http://www.gettyimages.com/creative/examination-room-stock-photos I'm thinking of the exam room as one of many at a clinic, so multiple doctors could use this room...which would mean no individual diplomas. Also, the lack of things on the walls will reduce the chance of bad tangents. Quote
itsjustme Posted April 30, 2015 Author Posted April 30, 2015 Here is the room again with Bertram at about six feet tall. I got so concerned with other things, I didn't notice an obvious problem. Thanks again, Rodney! I'm still dinking with the lighting...now I'm going to finish and rig Bertram, then I have to model the doctor. Quote
Wildsided Posted April 30, 2015 Posted April 30, 2015 Fair point, I s'pose sparse could also be interpreted as 'clean' from a medical stand point. Also this picture in with the regular stock medical room images. Out of place much... Quote
itsjustme Posted April 30, 2015 Author Posted April 30, 2015 Fair point, I s'pose sparse could also be interpreted as 'clean' from a medical stand point. Also this picture in with the regular stock medical room images. Out of place much... LOL! I don't know what they do at THAT clinic, but I'll bet it's expensive. Quote
*A:M User* Shelton Posted May 1, 2015 *A:M User* Posted May 1, 2015 Excellent stuff David. The room looks great!! Quote
itsjustme Posted October 1, 2015 Author Posted October 1, 2015 Here are a couple of test renders of the exam room. The first render is a standard workflow and the second is using a linear workflow. The lighting, render settings, etc are exactly the same, but the texture colors, material colors and light colors were adjusted for a gamma of 1.0 in the linear workflow image (which was rendered as an OpenEXR and then saved as a PNG). The next experiment will be to do some tone mapping to try to tweak it a little better, but using a linear workflow is already a big improvement. Quote
Admin Rodney Posted October 1, 2015 Admin Posted October 1, 2015 using a linear workflow is already a big improvement. I agree I'm liking the results of the linear workflow. Quote
itsjustme Posted October 1, 2015 Author Posted October 1, 2015 I put together a chart to convert colors for a linear workflow to make the process quicker. I'll post it here in case it might help someone else. The equation used is (sRGB/255)^2.2*255, I rounded the number down if it was below 0.5 and rounded up if it was above 0.5. What I'm doing is changing all material colors (not colors for bump and displacement) and all light colors to a color for linear (the chart lists the conversions), converting all color maps (not bump or displacement maps) using Krita (https://krita.org/download/krita-desktop/) to a 16bit float EXR with an "AllColorsRGB-elle-V4-g10.icc" profile and rendering as usual with gamma set to "none" as an OpenEXR with Zip compression. Then, any Tone Mapping can be done with a program like "Luminance HDR" (http://sourceforge.net/projects/qtpfsgui/) which is free or "Photomatix" (http://www.hdrsoft.com/download.html) which is not free and convert the image using Krita to an 8bit format like PNG. Hope that helps someone. ------------------------------------- EDIT ------------------------------------- After some reading and experimenting, I'm thinking about bypassing the Tone Mapping software and just making adjustments in Krita. ------------------------------------- EDIT ------------------------------------- Now I'm leaning toward using some Tone Mapping software...I'll do some experimenting. linearization.pdf Quote
John Bigboote Posted October 6, 2015 Posted October 6, 2015 Enjoying where this is going. Would love to see what my Chromium.mat would look like on props like your chair and metal objects like the doorhandle... I just uploaded it and it's maps in the Contributors Cue with my Skull model. I am reading your PDF on linearization... hmmm! Quote
itsjustme Posted October 6, 2015 Author Posted October 6, 2015 For grins, here is the exact same render using Matt's "Chromium.mat" that has been linearized. I'll upload the altered material to Matt's thread...here: https://www.hash.com/forums/index.php?showtopic=47334&p=405947 Quote
John Bigboote Posted October 6, 2015 Posted October 6, 2015 Cool! On the door handle and the stool base? Quote
itsjustme Posted October 6, 2015 Author Posted October 6, 2015 Cool! On the door handle and the stool base? Yessir, the door knob, door hinges and the stool metal. Quote
John Bigboote Posted October 9, 2015 Posted October 9, 2015 You could adjust the 'additive' brightness for brighter brights in the Chromium mat. Quote
itsjustme Posted October 9, 2015 Author Posted October 9, 2015 You could adjust the 'additive' brightness for brighter brights in the Chromium mat. I've been working on the lighting and desaturating the material colors...still a lot of experimentation to do there. I'll mess with the Chromium material once I get the light nailed down. Quote
itsjustme Posted October 20, 2015 Author Posted October 20, 2015 Here is a test I did a few days ago, but the light isn't inside the light fixture at this point...I'm still working on that. The lighting will end up looking slightly different if all goes well. I'm posting this just to show some of the current material tweaks...still a lot to do, but I think it's getting better. I've been learning quite a bit, hopefully it will show in the final version...we'll see. 1 Quote
itsjustme Posted October 23, 2015 Author Posted October 23, 2015 A lot more tweaking of materials, lighting and such. I changed the door frame and baseboard color, adjusted the door and cabinet wood materials, put the light inside of the light fixture, tweaked the lighting and added a wall material. Here are some quick renders of where it stands at the moment. The AA and shadows will get better when I increase the passes, these are 9 pass renders (3x3), and I'm thinking the final image size will be at least 1920x1080 (we'll see what my patience will allow). Once I get further along, I'll work out what post processing will help. For now, I've got some work to do on the Squetch Rig, then some work on Bertram. 1 Quote
itsjustme Posted November 3, 2023 Author Posted November 3, 2023 Okay...I think the Exam Room is done (unless I find a glaring error). These may look a little strange because I went with an extreme wide angle lens to try to show the whole room. 2 1 Quote
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