Hi guys!
Thanks for the assist on the image icon for the thread. Worked like a charm. And for the supportive comments on the piece.
As for the water on the floor. Man, it's funny that that was what you brought up. Last night I was spending about three hours online checking out various fluid tutorials for that. Yes. I am really (gonna kill myself by saying this out loud) going for total authenticity of the shot. I have a good majority of the physical location's object-population in that fully lit conditions shot for the details I'll need that aren't quite visible here in the darkness, so that's great.
The water, I think I have a solid (no ironic humor intended) idea on how to do the effect using a water shader, but to shape it into the organic pattern you see here, that's what i'm currently researching.
My modeling skill-set is about low-intermediate, but as long as I have a good tutorial, I can pick things up very quickly and embellish on the details and run with it. That's (such a water floor spill shaping tutorial, lol) something I haven't found yet. But I'm sure I can cannibalize something out there. It'll just take some time to figure out.
Also going to attempt to do the flickering light business.
And That set is the easy oneof the 5 environments I'm building
. I'm also going to attempt to do the opening "Nightmare" sequence (my start of that environment posted below-lights are nowhere nearly as "worked-on" as my current scene above), as Tina runs into the alcove before he pops up behind her. Moving camera (though no Tina inclusion in the scene), steam blast from the wall release, the whole 9 yards. That's actually the scene I started with, but have less fully it reference for on the side pipes and gears, and there's like a hundred of them attached to the pylons as she runs.
So, um yeah, I decided the "easier" shot above would be the first to attempt, haha. I'm looking at a long project deadline fer sure.
Nice to be back everyone. Looking forward to checking out all the new work here today.
TC
Last edited by TravisCowsill; 11-08-2012 at 05:31 PM.