AdamBrome Posted March 23, 2007 Report Posted March 23, 2007 Creative title, I know. Anyway lets get to the goods, shall we? It was this about 4 days ago... And it's this as of last night... Still on the burner: more interior/roof top props stretch the buildings width slightly, its a bit square compared to the concept unwrap make sweet sub-d love to the buildings base then bend it over the couch and hump it without a rubber in Mudbox texture render post Voila! Quote
FrieChamp Posted March 23, 2007 Report Posted March 23, 2007 Cool, lookin forward to see it textured... I see a Midway tag on the concept..from which title is this? Quote
bitmap Posted March 24, 2007 Report Posted March 24, 2007 how are you gonna mudbox this? this isnt prepared for subdivisioning. or am i wrong? Quote
Grinwhrl Posted March 24, 2007 Report Posted March 24, 2007 Awesome work Adam, so much details. I like what you have added so far since you showed me too. Really brings out the mood. Quote
AdamBrome Posted March 24, 2007 Author Report Posted March 24, 2007 lee: Thanks man seir: woo, danke FrieChamp: I believe it was for Gauntlet? Yah I can't wait to get down and dirty with the textures. (Get it??) bitmap: I'll be mudding the damage details - pieces of wall missing, cracks, shaved surfaces, etc. etc. This is the 'render mesh'.. there'll be a separate one for the sub-d version. The mudded stuff will just be done on planes. Dark: Thanks Bunt Quote
ifO Posted March 30, 2007 Report Posted March 30, 2007 I think the word 'enchanting' might be appropriate. Very nice, will be great to see this textured. Quote
AdamBrome Posted May 7, 2007 Author Report Posted May 7, 2007 Long time no post. Soooooo.. an update! I've been working on this ever since my last post but for a fraction of the time I normally would a home project. The reason being my home computer is on the fritz. I can barely have Max and PS open at the same time - and damn my doesn't stop altogether when I render. Aaargh. Rather than simply upgrade its parts I'm going to be getting a brand new beast. So, until I pick up a new machine I'll get some work done on this at work and work on some lighting tests. The next assets in line that I'd like to do are the weapons and armour and I'm going to use a cube map for their reflections. I'll be using these lighting tests to get a feel for the final cubemap pass and an idea as to what the reflections could look like. A few quick notes: -The dust is a (shitty) paintover and looks more muddy than dusty :\ -Athe extension of the frame that goes out to the right is also a paint over -Wanted to see how it'd look with some dust being kicked up around the base and entrance of the shop -I will probably go with more close-up shots than far away so don't consider this angle to be the final angle or the final composition. What I'd change if I went with this setup: -tone the dust down so it doesn't hide the pot assets like it is there in the foreground -change it to something more like dust blowing in wind, rather than looking like soft mud which was obviously over-layed atop of the image Quote
skdr Posted May 7, 2007 Report Posted May 7, 2007 Looks awesome. I'd like to see how much did you make the details with paintover tho. Can you show the original render? Quote
von*ferret Posted May 7, 2007 Report Posted May 7, 2007 I'd actually really like to see a higher res shot, got one? Quote
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