Thursday, 30 November 2017
Wednesday, 29 November 2017
What if? Metropolis - Shot Tests
For some reason in the second render the tower wasn't catching any light, despite having the same blinn and the amount of subdivisions as all the other objects, even its base.
Tuesday, 28 November 2017
What if? Metropolis - Further Research and Model Tests
After my OGR I decided to look into a further aesthetic and some better architectural elements for my buildings.
Jordan suggested after reading my OGR feedback that I look into Zaha Hadid, an Iraqi-British architect with organic shapes within her designs, and into Organic Architecture as a whole.
He also wanted the class as a whole to look into our "aesthetic" of our scene. How it could be made, and how people with similar Aesthetics Modeled their scenes.
Using both of these points to go on, I spent the day doing test sketches, not only to implement architectural elements, but to figure out how the low poly style would look.
Here I took my base model and experimented with different ways to get a low poly look.
1st shown: Original Model
2nd shown: Original but with Triads instead of Quads. Looks similar, not what I wanted at all.
3rd shown: A more low poly look. Close to what i want. Achieved by taking random verts on original model and moving them to be irregular, and then going to Mesh --> Triangulate and further moving verts.
4th shown: Same as third but smoothed.
I want the final "look" to be smooth but not completely smooth, and to still have the triangles showing a little. I'll move onto texture tests with the 3rd model soon.
Monday, 27 November 2017
Friday, 24 November 2017
Wednesday, 22 November 2017
What if? Metropolis - Test Model 1
I decided to do a very quick test model of one of my buildings to figure out how I would model it.
View in Maya
Quick Test Render
Tuesday, 21 November 2017
What if? Metropolis - Tower Orthographics
I decided to do an orthographic of my tower just in case i decide to model it fully instead of texturing a plane.
What if? Metropolis - Final concept art update
I decided to clean up my concept art scene to makes things a little more clear. Hopefully now this looks better.
Monday, 20 November 2017
Toolkit 1 - ARNOLD Lighting & Rendering Basics
Samping
Ray Depth
Point Light
Directional Light
Maya Area Light - With Spread
Maya Area Light - No spread
Spotlight 1
Spotlight 2
Arnold Area Light
Friday, 17 November 2017
Thursday, 16 November 2017
What if? Metropolis - Building 1 Orthographics
Main Building
Transparent "Shell"
Both together (a little messy but this is just to show what the final building will effectively look like, it won't be used in maya as an actual orphographic)
Personal - Character Color Scheme Exploration
Original Scheme.
pink gradient map
grey gradient map
red and grey gradient map
inverted red and grey gradient map
teal and gold gradient map
bright gradient map
final colors using the teal and gold gradient map with the added original red tones.
Wednesday, 15 November 2017
Toolkit 1 - Life Drawing 15.11.17
30 Mins
1-3 Mins
30 Mins
I know I haven't been good with uploading these lately, so I plan on uploading previous weeks at the weekend.
Monday, 13 November 2017
What if? Metropolis - Thumbnails 80 - 96
Most of these are from previous posts, but I felt I should lay them out onto neater pages for my blog.
A possible final composition. May work into it a little more by changing the camera angle for a slightly higher view and adding some street and building details. (And making it look like not all buildings are carbon copies of each other.)
Toolkit 1 - Digital Sets UV Layout
Perspective View
Orthographic View
The window and lamp will be finished with materials and don't require a UV Layout.
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