Saturday, September 17, 2011

Cottage - Modelling

Blockout contd....


I've started adding detail as well as sourcing base textures. I'm a big fan of cgtextures - great mix of textures and reference in there.














Friday, September 16, 2011

Cottage - Modelling

Initial Blockout...

Because I don't actually know the dimensions of the original building, and I have used reference with photographic distortion, I am allowing for a certain degree of 'creative freedom'.

Dimensions are as important (probably more so) than silhouette, so I'm goint to put a human scale reference in there to check I'm happy with the actual dimensions I've quickly blocked out.

The dimensions dictate to me the texture requirements, since I'm working to 128 pixels per meter, therefore, 4 m x 4 m will require a 512 x 512 and a 2m x 4m will require a 256 x 512.
I will work to 1024 but the final textures will be the above dimensions ingame. I have approx. 1200 polygons for the buildings - this hopefully should give me enough to cut in detail along the roof/gables and shed.

Environment Piece - Cottage

Developing the Cottage - Intro

When creating an environment piece that doesn't come from concept, I'll begin by gathering reference for the object/environment piece. For this example I will be creating a cottage/shack.



Once I've done that, I give myself a chance to relax and to think about the piece I want to build. Starting with silhouettes (as you would a character), I block out very quickly various ideas - some not realistic at all - and after a time, I have asked myself and answered questions about the cottage:

1. What style - in this case realistic (texturing, scale etc.) and fairly traditional wooden. I have reference for wood and stone, but it's only when silhouetting and looking at the detail of my reference, I decide which appeal to me the most.
2. What about the cottage - it is old and abandoned, weathered
3. Location of cottage - sometimes this matters. Is it in a town, is it on a hill, is it solitary, is it repeated throughout a level (changing its nature quite a bit)
4. Will there be old telephone lines, water towers, or wagon carts, or rusted cars, bushland, highrises etc. Things like the telephone lines indicate whether it is modern day or not.
5. Can the player enter the cottage? How close up do you get etc. This will help with texture and detail ideas.

Through this process, I've decided to keep the style recognisable (it isn't a fantasy piece) and the textures will be photoreal. My reference images show two versions of the cottage I intend to use as modelling reference.

Once the process of silhouetting is complete, I thumbnail or sketch up the idea of the building I have... this is the concepting phase, which gives me insight into the dimensions and overall look and feel of the scene. I'd start to think about the peripherals of the 'scene' e.g. watering tanks etc. but I'm not including them at this stage.







Tuesday, August 23, 2011

Whitebox Heaven

So, I've now got the time to work on all these whiteboxed objects I've made for my recent title and won't get to complete for the game.

I've been working on a variety of objects, from bedknobs, to lamps, to baths, to whole interior lounges... play a bit with my new editor and see what I can have fun with...

Can't wait to get onto the military whiteboxes...

















Thursday, September 23, 2010

Hard Surface Modelling/Subdiv. Surface Modelling

And onto objects:

I'm moving into hard surface modelling and subdivision surface modelling and am going to work on technique for the next few posts, and work on getting a solidy body of work by the end of the year.

Thursday, March 12, 2009

3d contd. - Friday

Same mesh as with the woodgod female from last year...



3d contd. - Monday


Experimenting with shaders downloaded into zbrush, need to find a funky skin shader