Monday, March 10, 2008

The Final Countdown!

Im currently working on the list from the final crit. I have about 4 points left on it. The suggestions are really bringing the model to life, but im gonna hold off on posting the progress since i've already received my crit marching orders.

wham!

Thursday, March 6, 2008













okay....so now that I see things from all angles....it seems that there are a couple menial small things that can be taken care of before I render rotations:

-break rooftiles on the floor
-urns in the front need to be mapped
-theres a few objects under the wagon that need to be assigned a shader
-the railings in the back need some attention to break up the symmetry
-the moss in the back is too dense, I need to ease it up.
all in all...we have a good idea of what the final is here from all angles.
let her rip!


Monday, March 3, 2008

Last day of wagon working! (hopefully!)


So this is a lo res, lo quality render with some sample lighting. I like the lighting...I just think the shadowed area could use a a small hint/patch of blue...almost underlighting it with blue. I coulda finished yesterday, but I had to work on that dudes logo yesterday, but I did make leeway

Your lighting thoughts?


anyway...heres the updated checklist:

On the scene:


-unwrap the railing and gold bits on the railing (maybe break a few gold bits)
-break some rooftiles on the ground
-do a quick unwrap of the wheelbarrow.
All perfectly accomplishable today...I have a clean schedule.

Its like being hit in the face with a nintendo DS



alright, here's the model with some really lame lighting, here's the checklist for the rest of the scene:

on the wagon:

-theres a post in the back thats missing, I need to dupe a post and change the texture on it
-all the tiny tin objects (the exhuast) needs to be textured
-theres some planks of wood at the very top that are missing
On the scene:

-unwrap the streamers
-unwrap the lamp post
-unwrap the railing and gold bits on the railing (maybe break a few gold bits)
-the flag standard needs to be unwrapped
-break some rooftiles on the ground
-desaturate bricks
-do a quick unwrap of the wheelbarrow.
im a bit concerned about the amount of moss in the back of the wagon, i think I need to make it less dense.
but most importantly, I need to get rid of this lame lighting, its not doing me any favours and really killing the textures and model.

Friday, February 29, 2008

KaWhammo!!!



Ka-Whammo! The roof shingles are officially done. As you can see in the second picture, I started some fraying on the hole in the roof. Its kind of hard to see since the wood and the shingles are the same tone. I haven't mapped that object, so hopefully mapping will help create some contrast.
I see your point about the metal sheet. Its as if its just thrown in there for the hell of it and theres no support. Judgement call...I dont mind taking it out and replacing it with a small hole or worn out area. its also intersecting in this pic...no big deal, i'll shift it up.

im hiding alot of elements in these renders to save help things render faster in case things look empty to you.

Thursday, February 28, 2008

little late on the draw

I know I should have been done the entire roof by now, but I really wanted to get these shingles right. The bottom tier of shingles are final...theres dirt and grime.

all the other shingles just need a quick cut job and have some dirt and grime mapped. 2 hours of work tops.

Wednesday, February 27, 2008

My name is Gato I have metal joints, beat me up and earn 15 silver points



Aight, I be shingling it up. A few thoughts:

-The saturation of the shingles look higher than all the other objects, I think thats a bit distracting...especially since red is a jarring colour.

-there still isnt a dirt/grime map on this sucker...I think it will look really awesome with the suggestion of grime/dirt running down from the top of the wagon.

- Specular: Right now I have a spec map on it thats similar to modern day shingles...you can barely see it...its little flakes of spec. I think I should move to a general noise for the spec and keep its intensity really low.

its taking along time because im shaping every individual tile...I dont want completely flat tiles, I want the illustion of kinda weather-worn floppy tiles.

the wood under the tiles needs to be addressed, the break is too clean...if I can add some splints and the suggestion of broken wood, im golden. Im still gonna work on the tiles a little, its impossible to see in these renders...but theres a bit of stretchys going on that I want to address

opa!