Showing posts with label modelling. Show all posts
Showing posts with label modelling. Show all posts

Wednesday, 26 June 2013

Factory/Station Progress

I have added more details to the factory/station interior and played with basic camera setups and the scale.

One of the main additions I wanted to make were thinner details - such as pipes. I have played with the pipes which were there, however wires and circuitry would also add to the large wall areas. Such details were present in the old mills I visited. I will use some photographed elements from the mills by compositing them, but for those which don't work this way, I may discuss with the team in regard to helping modelling them.

Well before

Latest (comp test with fog as suggested at the last peer review)

POV - look to the left

 POV - look to the right

I have now received the textures from Michal Zagorski, so that's the next job whilst tweaking the UVs. I really want to make this look as good as possible in the time I have. I am also toying with the thought of dirtying things up more and adding rubble features using Mudbox or ZBrush, especially if the help is available. But, we will have to see how the texturing goes first, and with the comp it may look fine, but it is definitely a process which will bring more detail and, hopefully, realism. I have scheduled an intense week on this particular process, with miscellaneous jobs intermittently fending for attention. However, this factory interior with the extreme long shot and Tyler's POVs have overriding priority in the project at this moment.

The stage after that is to discuss and develop the lighting to a higher standard. For me,

Monday, 29 October 2012

Polygon Modelling Progress

After one afternoon I got the basic shape of the plimmy recreated:


I have just duplicated it for demonstration purposes, but there is some shape coming together so far. The laces should be interesting... as well as later Mudbox sculpting, lighting, rendering and compositing...

NURBs Modelling

NURBs modelling was taught as a defunct method of modelling up until this semester, for me.

It is definitely a tricky way to model, and seen as I am not a modeller and never used NURBs before now, I have chosen an object (lamp post from the Nethergate) which has a variety of 'simple' shapes, which is still mind-bloggling at this point in time to recreate. Things considered simple, such as having closed-up edges and creating bevels or adding geometry, are like quests across the antarctic for me at the moment (hyperbole, like).

After years of modelling solely with polygons, it is a bit like re-inventing bread.

The curves can create a very realistic or imperfect 'sharp' edge if utilised correctly...



Tools such as boolean, round tool and circular fillet tool cause some problems sometimes, but I have still made progress. There is still some detail to complete and adjust yet...