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Posted

Creative title, I know.

Anyway lets get to the goods, shall we?

It was this about 4 days ago...

weaponshop_WIP01.jpg

And it's this as of last night...

weaponshop_WIP02.jpg

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!

Posted

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 ;)

  • 1 month later...
Posted

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.

weaponshop_lighttest01.jpg

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

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