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!

Tuesday, February 26, 2008

Epic Mariokart Battles

I think its safe to say that im done this last side. If theres any blaring issues that need attention let me know. I wanted to have some rust stains on the canvas from the shield, but my uv sets were glitching in maya yesterday, i'll give it another shot today.

the far left post of wood in this shot hasnt been mapped....i've just been lazy with it, i'll get to it.

So, as we speak im working on some roof shingles. Im not sure if i'll have this done by the 29th, but I think I can have it done by sunday.

EPIC MARIOKART BATTLES

Monday, February 25, 2008

Monday, Monday



I took your advice and started to think about lighting. I want a sunset lighting with really hot rim light and shadows that take in the sky color. I just wish I texture mapped that flag standard properly before rendering that top image out.

The second image is my progress on the LAST side of the wagon (well....I still have the roof :P) but yeah....not a whole lot left to do on this side...and I have some time till wednesday to make some progress.

crits always welcome.

Thursday, February 21, 2008

no major surprises here


Just fixed my dirt maps. Im spending tonight mapping a hint of rust on the metal bits and moving on. I swear this is the last day of working on this view :P

no crits necissary today. Have a snickers.

Wednesday, February 20, 2008

Bam!!! Back Attack!!!


So I started the back and im trying to haul ass on it. I want to be done the sucker today. There are a couple things that arent quite right here.

-My dirt layers are acting all wonky and messing up...thats why my textures feel muddy here

-The gold decoration at the top is just a dupe of the front decoration, I need to change the mesh and the dirt up a bit.

-In my top render, I have a railing. I originally wanted a railing in the back of the wagon, but the more I think about it...the more it doesnt make sense. If no one walks there, why would I need a tool of support? So I think im just gonna scrap the railing in the back and keep it plain.

Thats its for now.

Tuesday, February 19, 2008

Side View Done!



Side view done!!!! Well...sort of....I have to add the bump on the wagon canvas and then im done. 10 minutes of work tops. Crits always welcome to make this view of the wagon stronger. in my opinion...whats missing from the HDRI render is a nice strong key light...what do you think? To me the lighting seems overcast.
Onto the backside of the wagon. I need to finish the backside and the other side by the end of this week in order to be on track.

Friday, February 15, 2008

Breaded!

Bread...Teacher..mother....secret lover...

here we have the addition of bread and mud. The bread I think is working. The mud...not so much....I think im gonna take the mud out completely, cause yeah....the payoff isnt very huge if im not in a muddy scene.

Bread's been added...that basket isnt fully modeled either...its going to need a top rim and a bottom rim. 20 minutes of work tops including texturing. Im currently working on a little apple basket to place on the shelf, apples and all...its coming along nicely and will be uo tommorow. Saturday is my cutoff day for this view, then I start on the back and other side. Im glad I textured the busier sides first, cause the others are gonna be a breeze.

still got my sights on feb 29. Have a great weekend...i'll call ya about hanging on family day you're still down.

Thursday, February 14, 2008

Happy Valentines


No update today. I spent yesterday rendering a rotation of the wagon wip, so maya was out of commision.

I did model some mud, and I will show it here. It doesn't so much look like mud, but it looks like fresh dogshit. Dogshit that came from a dog that previously ate some dogshit, and then shit that out to make new shit. I'll post it tonight, but its not doing me any favours...im gonna spend today/tommorow looking into whether I can benefit from mud or not...otherwise...move on!!!

Show the lady some love today

Tuesday, February 12, 2008

Mud?!?!?! Porqué???!?!?


Well, I want to look into adding some mud...but mud is tricky....mud is more of a shader trick than a texture trick. I need to look into something that has some (of the illusion of) sss and has a nice gloss over it for that wet look.

I may have to even model some low poly smooth normaled mud to make things a little more convincing. Nonetheless...if I have this side view done by the end of the week, im still on schedule.

Saturday, February 9, 2008

More HDRI









Alright, just some thoughts:

I made alot of headway over the weekend, so im pretty happy about that. I managed to tackle the cloth, finish the vertical wood planks.

Okay...

-I think im gonna need a mud shader layer for things like the wheels and the wheel guard things.
-it looks like overkill grime/dirt on the side of the canvas...I need to tone down that transparency map
-I will need to bevel the edges of some of the metal bits that are on the side
-The wheels are too low poly and perfect

on a side note...im not sure if its the lighting..but the stones are looking way too blue...I may need to add a few sandy tones in there

hit me with your best shot.

Friday, February 8, 2008

Jerusalem, Represent.

just trying to remap those vertical planks (each plank has a base, dirt, weardown, and moss layer....it might be over the top, but its just re-used maps).

My eye thinks that im going to need to bevel the edges of some of my metal bits...the sharp angles are just too hard for the piece. And oh yes, that log holding up the cloth....its not uv mapped either...I just wanted to give a flavour of that colours will be in it.

Wednesday, February 6, 2008

Some HDRI



No crit really needed today...i'm mapping the side of the wagon, starting with the vertical planks of wood. I decided to throw in some HDRI today to see how things are progressing with lighting.

so yeah...I just need to keep mapping...we can both analyze the side when its done.

Front Facade finished!



Alright...im sure you as sick as I am from looking at that front facade...so i'm gonna call it finished for now. Its time to start the side. All the textures I need are already in my scene...so its just moving uv's a this point. I scrapped some maps from that top metal shader because the transparency maps had soooo much wasted space.
I've set a finish date for myself: FEB 29. I pretty much have an hour a night..so thats leaving me with about 20+ hours to finish this thing...I think its definately do-able

Tuesday, February 5, 2008

I have a drink or two at night, but it doesn't affect my job


little less mud like, I think I need a nice bump on the rust. Stage right post still hasnt been mapped 100%.

I need to make the wood blocks on the doorframe a little more appealing (while still being simple) and shift the uvs so it doesnt look like I dupped the geo.

Monday, February 4, 2008

metal rails revised

The railing post on the wagon's right (stage left) has been mapped, so i'll be talking about it. The stage right railing has not been mapped.

So heres the basic railing. There are 3 different layers going on here, A metal base (which is a charcoal blackish map) A dirt map (which is appearing greenish...i'll lower the saturation) and rust....which looks like a flat colour right now.

I wonder if I should add a brushed metal layer to show exposed metal that hasnt been rusted yet.

old metal sure is tricky, but im getting it. I just need to tweak my maps

Friday, February 1, 2008

Prepare to be fucked by the long dick of an ontario storm



Despite a horrible shader, here' s a new railing...I think it works better...I think it showcases the other texture and modeling jobs. With a good texture job, it should look nice.
Your thoughts?