Tuesday, December 18, 2007

Just adding colours



Im moving further and further away from fine details and now paying attention to what colours I want for the rest of the object. When im happy, I can go in closer and paint dirt.

Monday, December 17, 2007

getting there


some progress and messing around. I dont really have any major comments except for 'keep going! keep going!' What I have so far I think is on the right track. Really, I have to tackle the bigger cobblestones cause they just look like a mess. i'm gonna make em bigger so you dont see so much grout.

keep going I suppose!

Thursday, December 13, 2007

touchdown patriots



so yeah....not a lot of time yesterday either.....god damnit. but heres the wear I was talking about....now just need a little grime.

No new post today

the staff christmas party was last night, so i litterally got home at 11pm. I had time to create a wear and tear map for my steps....but nothing worth showing.

check back with you tommorow...cheers.

Wednesday, December 12, 2007

shiet son!





it's pretty glaring that the bigger stones need to be looked at. They need to be alot clearer and a higher resolution. I think the wide shot of the whole model basically screams for simplicity in the bigger stones.....no problem.

Now...see how alot of the details are lost in the wood when you zoom out? Should I exaggerate the wood a little to make up for this? im just thinking of what kind of grime/how much Grime I can apply.

Cheers

Tuesday, December 11, 2007

For crying out cornflakes!


Okay...so, there have been some changes since you last saw it. I took the mud out.

The bigger stones are a horrible horrible resolution, and to be honest...I dont like thier tone/saturation. I think I can take some saturation risks with these stones...i dont want my whole model to be gray, i'll give you a reference of what im talking about.
I've started the wood on the wagon, its a simple 512 color map with no diffuse (Diffuse is the color map in max I think.....in maya its an alpha channel that controls what areas of the model are accepting light.....but its not a shadow map).
I took the mud out because it didnt make sense...where was the mud coming from? this looks like a very dry model that wouldnt be close to a huge body of soil. instead...I want to layer on top some scuff marks on the cobblestone....black, waxy marks...like alot of rubber soles, metal horseshoes and wooden carts have passed by....i think it would look good and give it some contrast.

Monday, December 10, 2007

Thursday, December 6, 2007

okay....Its obvious im working from my head and not from reference.


Cobblestone typically is a little but more chizzled, but a little bit more noisey than what I have here. Its also alot more lighter and desaturated overall....but still alot of color variation from stone to stone. overall, cobblestone has a slight SLIGHT shine to it.


Typically...any moss that grows around cobblestone chills in the grout. it rarely grows on the stone itself.....on my renders I have the moss on the stones and not on the grout.



Here's another example of moss growing between stone...but I feel that this is a bit too much for a 3d model...and reproducing this will make it look fake. Surprisingly, there are not alot of major cracks on cobblestone.











Over here I think im just losing it. Back to the drawing board tonight.

Wednesday, December 5, 2007

Yeah, I know this is awful to look at....but.....gotta start somewhere




okay, so my different uv sets and layered textures are technically working, but artistically...not so much.


Here's what I think I need to do:

- Get back to that blackish low contrast grout
- Get back to that blueish cobblestone
- my mud is looking more like just a pile of brown colour on a map....I need to make its alpha more solid and focus on getting some nice muddy cracks and detail.

Ultimately, I think good cobblestone will tend to sit back and not demand too much attention, but still contain enough visual interest when focused on. Think of a painting....the areas you want to highlight the most will have the most contrast.

Tuesday, December 4, 2007

O Shi--

No update today...I was screwing around with different uv sets for different maps.....I was able to do it...but....wasnt able to layer it properly..still looking into that.

Monday, December 3, 2007

Good Afternoon! Frank's Pickle Barrel Ass!



Alright, so you can see that i've progressed. The barrel is good, I think it can be left alone. I'll still take suggestions for the crate if you think it can be improved on.
You can also see that i've started the cobblestone process. Things are starting to come together faster now that we've established a level of quality I want to go with. Working on this stuff is so relaxing.
Anyway, not much else except Phantom Hourglass multiplayer wifi is addictive as shit.
peace.

Friday, November 30, 2007

I really hate my job....I really do......


well....i've taken it a notch higher adding some grime....am I getting too fancy? Forgive me for taking so long on this barrel....its just that I want to establish a quality that I want to carry out throughout the scene. Zelda gold ds is released in canada today! booyah!
happy friday.

Wednesday, November 28, 2007

Nah na na na nana na na, Katamari Damacy!!!

Just trying different texture maps for el barrel.

texture maps revisited


Okay, here i've cranked up the resolution. The Barrel wood planks is a map thats about 512 high and 1024 long. Compared to yesterdays map that was 256 high and 512 long.

Oh! and I have a question for you. See that crate? well..that crate is just mapped planks and sometimes im using the same texture space over. But what if I wanted to add some texture interactivity. For example:

If I decide to paint some running rust from some nails (or specific grime) on the planks, it may look awkward if I try to use that texture space somewhere else. Its almost like I would have to have unique map space for every object in order to get complete grime customization.

is there anyway around this? we can chat on msn if this doesnt make sense. Oh yeah, I know theres some stretching on the metal of the barrel.

Monday, November 26, 2007

Team Rocket...Jesse.....James......



Barrel revisted....your thoughts? Lay it on me, I can take it....it wont become good unless we push the envelope.

Skinny Bitch in the Kitch



havent done much yet...and the textures I have are out of whack....thats okay....i'll spend some time with it.

Okay..about my general approach: I like textures that share a similar pallate. See how my barrel looks grimey and dark while my cobblestone looks bright? It doesnt look like they're objects in the same light of day. I wanna go for a dark and grimey approach.

QUESTION:

Right now, my barrel (and to a certain extent, crate) are sharing a 1:1 maping ratio. Meaning the scale of the wood on my texture matches the scale of my object. HOWEVER, if I put some nails in my wood texture and try to use the texture elsewhere....like the elongated planks on the wagon, im gonna run into some stretching problems.

my initial reaction would be to create another wood texture that is 1:1 with my wagon planks....is this necissary? am I wasting texture space? chat me up on msn if you dont get what im saying.

Friday, November 23, 2007

...and the trogdor comes in the night.


so yeah, just playing with individual pieces now. So, if you have the time sunday (anytime is good for me) come over for a quick stop-in to take a look at wireframes...or...if you think wireframes on such a high poly model isnt necissary..we can skip it. Either way...let me know if thats something worthwhile.

Thursday, November 22, 2007

some crap thrown into the mix


As you can see...added a bunch of stuff to the mix. believe it or not, thats just one brick instanced a shitload of times. I will be addng some more stuff to the wagon ledge...maybe some bread, a chest...few bottles, but after that....no more meshes.


Will start texturing on sunday...planning to put everything on a 2048 targa...any tips for maximizzing texture space?

cheers boss.

Wednesday, November 21, 2007

Maya wins this round....


wasnt able to get too far last night. My maya screwed up and I had to re-install a couple of times to get it to work. It corrupted my wagon file.....thank god I save versions. In order to make your visit to this post worthwhile, i'll leave you with an idea.

Remember in Mario Galaxy where you had to chase the three rabbits in the beginning...and then they turn into stars? Well....the game would have been stronger if the last rabbit started to screaming ala paul bogusz 'NO!!! AHHHHH NO!! NO!!!!! STOP!!!!' and then started throwing chairs and tables in Mario's path to get away.

I still stand by starting texturing on the weekend.... I can make vertex and edge changes on the fly.

Tuesday, November 20, 2007

I assume you all have guns and crack!








alrighty, so this is my hand at making the cobblestone less noticeable....what do you think? Im not sure if it looks wierd or not. The cobblestone is on a poly that has some slight hills and valleys....im not sure if thats contributing to a wierd effect....let me know....

anyway, on the first picture you'll see the beginnings of a new wheelbarrow.

Happy Tuesday.

Monday, November 19, 2007

¿Oy ya como va?


Im not sure how I feel about the rocks....I like them...but they also take away the attention from the wagon. Who knows, maybe i've just been staring at this too long this weekend. Anyway...some elements to help the composition wouldnt hurt...rest assured, im working on those....

but at this point...crit the hell out of this....put this in the back of your mind and think "okay.....its a decent enough model....but you know what would take it to the next level?" I know I said this last week....but....I hope to have the modeling done by this weekend....I mean it this time.



p.s. im totally aware that the wagon isnt touching the ground. I figure i'd adjust it to the terrains inclines when all the texturing is said and done.

Friday, November 16, 2007

Fuh fuh Friday!


alllrighty then, here come the boring posts. I shaped the pedestal to have a little contour to it...this way its not completely flat and boring...im not sure that the contour is legible here. I shaped out the rest of the patterned cobblestone...and yeah, I know they're off the ground...its easier to model them flat first, then adjesut them to the ground contours.

Is the patterned cobblestone random enough? Can I get away with extruding them now? or are they not random enough?

Thursday, November 15, 2007

A better idea of the rocks



Heres a better idea of what I want to do with the cobblestone. it might even be worth giving the pedestal some shape like its a bumpy road or something.

Wednesday, November 14, 2007

You got a star!



okay, so the start of some rocks have been added...right now they seem chaotic and random...but I want to have different types of cobble stone layout....one section that looks organized (see attached photo) which could suggest the side of a road. The I will do a strip of rectangular rocks to seperate the organized cobblestone from some more random cobblestone (as modeled).

eventually that modeled cobblestone tapers off into less stones and more mud/grass


dont taze me bro

Tuesday, November 13, 2007

UR MR GAY

-made new horse draws
-detailed the barrel
-made the fence detail (still needs depth though)

Monday, November 12, 2007

some more junk





added some junk around the thing...gave the window some transparency. Look at the wheelbarrow. Im just trying to think of the time period and what technology they would have. I would imagine that the frame of the wheelbarrow would be steel, but the bowl...the part that holds all the crap in a wheelbarrow would be wood because they wouldnt have any sort of molding technology yet.

anyway...the lamp on the actual lamp post might be a bit big.

Any advice for some cobblestone? Keep the stones big? Keep them simple and low poly?

Saturday, November 10, 2007

Thursday, November 8, 2007

NYEEEHHHH......WHATS UP COCK?!?!?




Okay....so whats changed is that you'll notice the rose detail has been beefed up. I lowered the rear window cause it wasnt making sense to the sizing of everything else. I added a few more tiles. and I finished the detailing above the door/rear window.

there are only a few more things left to do:

-model some interior (or suggestion of)
-create some other clutter around this model
-fix the planks of wood on the wagon to give it some character/worn out look

I think I can get 2/3 of those things done by monday....we're getting there!

Wednesday, November 7, 2007

OOhhhhh hooo hooo hooooooooooo






items of note: Cleaned up the artifacting on the roof..begun to model the flower detail on the from support column. Detailed out the bullhorns and beefed up one of the banners a touch.

Tuesday, November 6, 2007

GOD DAMN MOGGY!!!!


I thought I could jam the conan swords in the wagon, but yeah, I wasn't fooling anybody. So, updated some sabres and added some tassels to the banner.