Wednesday 24 February 2010

issues

so we had some issues today as a group and it was all due to projects not being set correctly as such we were set back a whole day in order to correctly set project folders and re-find textures. an annoyance that the group has now learnt and hopefully the guys will enforce a bit stronger on their part.

Friday 19 February 2010

building lighted renders


some lit renders of the textured exterior model. yeah its banging

lighting renders



here are some lighting renders to represent the lighting in our final scene although looking at these pics now i think the lighting is too dark and needs tweeking

here are a couple of renders looking at the textures i have applied , the stretch of the tex on the above model has been rectified.

model progression



























so here we have a breakdown of the model at key development stages. as the concepts of the actual mine facility were very limited in the sense of detail and perspective i was pretty much left with silhouettes to work with which gave me both a lot of freedom but also a lot of problems. the problem side came in the form of depth and body of the model as i was given free reign to flesh out and design the model. after the main body of the building was produced i then turned to chris' storyboards to discover which shots we would need and as such which parts of the model needed to be more dressed and heavily detailed. so it was the runway and main entrance which needed the main attention. so i went in and dressed the inner hallway with pipes barrels and metal plates which with added lighting creates a great scene. the pipes on the outside of the structure were problematic to texture and uv due to their curvy nature. all of the textures were customised in photoshop and added with bumps to create a realistic sense of depth. there are probably around 50 - 60 shaders with textures and bumps applied. i do realise now that we needed to leave more time and preparation for texturing as it is a much heavier task than i first anticipated. overall i am exceptionally pleased with the result that i have achieved and i am also pleased with my level of learning as this is a vast improvement on anything i have produced up until now.

rough models




so i started figuring the mine out by using the concepts provided by chris and alex.





so i started with the rough square shaped model and fleshed it out to provide a better visualisation. it was then decided that the square shape was not desirable, so we progressed onto different shapes more akin to alex's concepts.
then i went ahead and pushed the pyramid shape, which got the thumbs up.