Here is my drawing I made during my week 9 drill. I will admit, it could've been a lot more details if I had managed my time better, however I do believe I drew the scene at the correct perspective. Particularly, I focused on the main assets being the rocks and trees which unfortunately left the rest of the scene incomplete. Regardless, I found the exercise a little challenging and helping with my freehand drawing.
Week 9 Drill - Quick Drawing Exercise
Here is my drawing I made during my week 9 drill. I will admit, it could've been a lot more details if I had managed my time better, however I do believe I drew the scene at the correct perspective. Particularly, I focused on the main assets being the rocks and trees which unfortunately left the rest of the scene incomplete. Regardless, I found the exercise a little challenging and helping with my freehand drawing.
Week 9 - Workflow Update
My current progress (Week 9) with my Security Embassy scene. Blogspot somehow reduced the quality of the screenshot and gave it some strange shading problems. Regardless, here it is and as you can see I have had a fairly good start with the modelling. I have tested a few materials and managed to get a nice light seam from the lamp shade. I need to add a window(s) and some lighting coming from the door. Below is the wireframe overlay.
Also, I have began work on the outline shape of the Subway Car interior scene. I only currently have the outline of the shape of the train body. My priority is currently on the embassy scene, so progress on this piece may be temporarily postponed.
OLD Workflow Schedule, Week 8 - 12
Here is an estimated workflow schedule for the next 4 weeks. My aim here is to have these fairly 'small' portfolio pieces polished by the end of the academic year and give myself plenty of time to fix problems and texture, light and materialise the scene appropriately.
Week 8
Embassy –
complete modelling (approx under 10,000 tris) – Estimated time: 4 hours
Subway Car Interior
– model basic shape of scene (no props)
– Estimated time: 2 hours
Boeing 747 –
model basic shape of body, tail and wings - Estimated time: 1 hour
Week 9
Embassy – uv
scene and texture pcs – Estimated time: 3-4 hours
Subway Car Interior
– model seats and some additional detail –
Estimated time: 1-2 hours
Boeing 747 – add
final detail to body and wings - Estimated time: 1 hour
Week 10
Embassy – finish
texturing scene and experiment with lighting and materials – Estimated time:
4-5 hours
Subway Car Interior
– model rubbish and other final details, begin uving: several sheets
allowed – Estimated time: 2 hours
Boeing 747 – add additional
detail to body and wings, begin to model high poly engines - Estimated time:
1-2 hours
Week 11
Embassy – final
details and render.
Subway Car Interior
– complete uvs – Estimated time: 2 hours
Boeing 747 – add
final detail to body and wings, continue work on engines - Estimated time: 1-2
hours
Week 12
Subway Car Interior
– texture windows, roof, floor and body panels (signs?) – Estimated time: 3 - 4 hours
Boeing 747 – begin
to model cockpit and additional detail on engines. - Estimated time: 2 hours
Week 6 Drill - Another Matte Image
During class, we had one hour to produce another matte image with our own image sources. Although we were allowed to create any matte image, I still chose to make another landscape. Inspired by a dream I had where a dying dwarf star sets in the horizon I decided to make this. I call it 'End of the Line'.
Source images:
Sunset: http://1ms.net/strong-sunset-over-the-sea-317706.html
Sea and Sky: http://www.hothdwallpaper.net/wallpapers/hd/409228/blue-sea-sky-clouds-wallpapers-hd
Lighthouse: http://www.lighthouseinn-ct.com/lighthouses-by-state/washington-lighthouses/north-head-lighthouse.html
Dwarf Star: http://www.solarsystemquick.com/universe/proxima-centauri.htm
Planet: http://www.starseeds.net/photo/607694main-kepler22bartwork-full
Source images:
Sunset: http://1ms.net/strong-sunset-over-the-sea-317706.html
Sea and Sky: http://www.hothdwallpaper.net/wallpapers/hd/409228/blue-sea-sky-clouds-wallpapers-hd
Lighthouse: http://www.lighthouseinn-ct.com/lighthouses-by-state/washington-lighthouses/north-head-lighthouse.html
Dwarf Star: http://www.solarsystemquick.com/universe/proxima-centauri.htm
Planet: http://www.starseeds.net/photo/607694main-kepler22bartwork-full
Lancer Evolution XI - Idea and References
My final portfolio piece idea has been swapped and changed a few times, hence the delay. I'd like to treat this as 'the big one'. Originally, I wanted to do an ice wolf/fox fantasy creature. However, I went against that idea when I realised A. the difficulty of the fur creation and B. I am not a huge fan of character design and do not believe this is ideal for me. Secondly, I decided to make a wooden house/shack; abandoned and in the center of a forest. One half was going to be in the dark and this side of the forest was going to be dark and unnerving. Whilst the other half was going to be in the 'cheerier' part of the forest, brightly lit and colorful with blossoming flowers. I also believe this would be very challenging to make and may not be completed in time.
Alternatively, I wish to model, and texture a car using appropriate materials, providing It will not be too time consuming. The Mitsubishi Lancer Evolution XI is one of my favorite all time cars and I am hoping to produce a modified version, with a few custom assets (rims, spoiler, body kit etc) and may add more images if I have a new asset that I like.
Alternatively, I wish to model, and texture a car using appropriate materials, providing It will not be too time consuming. The Mitsubishi Lancer Evolution XI is one of my favorite all time cars and I am hoping to produce a modified version, with a few custom assets (rims, spoiler, body kit etc) and may add more images if I have a new asset that I like.
Week 5 Assignment - Photoshop Fantasy City
This assignment as told, proved to be very time consuming, however proved to be very useful and taught me every useful technique I could use to make concepts by making matte images in the future. Photoshop is definitely a great tool and I believe this is an extremely creative way to provide an accurate way to build a fantasy environment.
Here is my attempt at completing the tutorial I followed here: http://psd.tutsplus.com/tutorials/photo-effects-tutorials/fantasy-city/
Afterwards, I searched the net for a few source images to have a go at making a fantasy city of my own. Here was the result:
In the end, I decided to go for a mood contrast lighting theme. As you can see, I tryed to allow a warm beam of light focus down across part of the city and the frozen sea. The rest has been made a lot colder with a blue overlay which is actual the sky, copied and blended with the upper part of the scene. I also attempted to add a few famous architectural building and made them look slightly more modern with the duplicates and bridges.
Here is my attempt at completing the tutorial I followed here: http://psd.tutsplus.com/tutorials/photo-effects-tutorials/fantasy-city/
Afterwards, I searched the net for a few source images to have a go at making a fantasy city of my own. Here was the result:
In the end, I decided to go for a mood contrast lighting theme. As you can see, I tryed to allow a warm beam of light focus down across part of the city and the frozen sea. The rest has been made a lot colder with a blue overlay which is actual the sky, copied and blended with the upper part of the scene. I also attempted to add a few famous architectural building and made them look slightly more modern with the duplicates and bridges.
Week 5 Assignment - Lighting a Simple Scene.
Lighting Comparison.
Final Render.
So here is my recreation of Adam Guzowski's fabulous piece of work "Beauty lies in simplicity".
Source: http://raph.com/3dartists/artgallery/imagePage?iid=6092
The aim was to light the scene as close as I can to the original and I have used 2 spotlights through a window mesh to do so. One of the lights uses the advanced mental ray shadow map, which has produced most of the lighting detail as far as mood, intensity and colour is concerned. The other uses Ray Traced shadows and is in the same position. allowing the sharper casts of shadow detail of the plant on the wall. It was extremely difficult getting this to 'behave' as it also sharpened the shadows around the window casting a little too much. I also attempted to match the soft lighting seen in the jugs, which was even harder as my lighting was already positioned (almost) correctly on the wall.
As for the modelling and texturing, I used mental ray materials and only textured the wall and cloth. I wanted to keep only the essential detail as this piece is focused on the lighting.
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