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.