Almost done texturing and placing objects. Then it'll be on to light tweaking and compositing a beauty shot.
Wednesday, August 31, 2011
Saturday, August 27, 2011
Wednesday, August 24, 2011
Sunday, August 21, 2011
Saturday, August 20, 2011
Tribal Scene WIP - Tower1
My idea is to build modular vertical sections of this tower, one stacked right on top of the other. This is the base of the tower. To remain consistent in theme and style, I will construct an escalator of sorts to transport the tribe inhabitants up and in through the doorway. </sarcasm>
Thursday, August 18, 2011
Wednesday, August 17, 2011
Hut Roof 2
Marmoset does this weird thing with alpha maps. Basically if you're looking at a transparent face, any geometry behind that transparency will disappear. The edges of my hut roof (thatch) look like they are floating in the air. I promise they're not!
Tuesday, August 16, 2011
Saturday, August 13, 2011
Thursday, August 11, 2011
Tribal Scene WIP - Modeling Complete
I had to knock out all the modeling for my Tribal scene today. I was cutting it close, but I'm 99% done. Now it will be on to UVing and texturing.
Everything in the gray lambert texture was modeled today!
Hopefully my texturing and lighting later on down the road will bring the scene closer to the concept. As of right now they look very different, and I'm a little nervous.
Everything in the gray lambert texture was modeled today!
Hopefully my texturing and lighting later on down the road will bring the scene closer to the concept. As of right now they look very different, and I'm a little nervous.
Wednesday, August 10, 2011
Sunday, August 7, 2011
Saturday, August 6, 2011
Friday, August 5, 2011
Hut Roof 1
This piece was a chore. Exporting the high poly model crashed any program that tried to receive it, TopoGun was out to get me, and XNormal had a dialog box that persistantly popped up asking me, "What maps do u want?!!1"
I wanted 1024 maps, but they just didn't seem to hold a decent resolution, especially in the diffuse channel.
I wanted 1024 maps, but they just didn't seem to hold a decent resolution, especially in the diffuse channel.
Thursday, August 4, 2011
Wednesday, August 3, 2011
Tuesday, August 2, 2011
Hut Spike 2!
I tried a new work flow that I actually enjoyed this time.
1. Maya - blocked out a basic spike
2. ZBrush - sculpted out a high poly/ high detail spike
3. TopoGun - built a low poly model around the high poly
4. Maya - UV'd the new Low Poly object
5. XNormal - baked AO and Normal maps
6. Photoshop - created finalized Diffuse, Normal, AO, and Spec maps
7. Marmoset Toolbag - rendered
8. High-fived Chuck Norris and flew my Unicorn to Mars.
1. Maya - blocked out a basic spike
2. ZBrush - sculpted out a high poly/ high detail spike
3. TopoGun - built a low poly model around the high poly
4. Maya - UV'd the new Low Poly object
5. XNormal - baked AO and Normal maps
6. Photoshop - created finalized Diffuse, Normal, AO, and Spec maps
7. Marmoset Toolbag - rendered
8. High-fived Chuck Norris and flew my Unicorn to Mars.
Tribal Scene - A Newer and Better Version - Hut Base
Unsatisfied with my first run though, I went back and re-created the Hut Base. I am much more pleased with these results.
Subscribe to:
Posts (Atom)