Friday, 19 February 2010


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.

Wednesday, 27 January 2010




so here are the air vehicles, had fun with the silhouettes on this one picked one out again and pushed the design. the design includes unburdened and laden with the resource cargo.




so here are some concepts for land vehicles, resource transport primarily. the silhouettes were done to gain some ideas and then i went forward and pushed one of the black outs. design is pretty cool i will just have to learn how to animate the tank treds in maya



so this is snow environment concept as i have mainly focussed on desert scapes. snowy alpine icy environment, harsh and unpredictable.

colours are nice but to model and texture snow with correct deformations would be very difficult



a quick idea i had with the desert landing pad and mine entrance. the idea being that the mine entrance was huge and built into the cliff elduding to a massive underground mining network.