Most recent update:
Hey all, working on new stuff for my portfolio (
http://www.kwshipman.com), so starting a thread to track progress, get feedback etc. So lets begin!
First up, super amazing phone booth! (anyone remember these? kids these days...)
super huge close up shot:
wanted something to try dDo with, and thats the result. about half dDo, half hand done. It looks a bit better in motion so you can really see the spec, might try to render a video if i get motivated.
thats all for now, on to the next project!
Replies
Made a quick video in marmoset just because i could, lol.
[ame="http://www.youtube.com/watch?v=n5v1UY3ImUs"]http://www.youtube.com/watch?v=n5v1UY3ImUs[/ame]
Blocking in my new scene. ground level will be rundown current day street with shops. Then some giant sci-fi buildings dropped on top. more to come. gonna be a big scene, but sometimes you just gotta aim high. Bonus points to anyone that recognizes the tower in the background.
Update of the shops. still a lot of work to do on them, most materials are place holder. I have 8 store fronts, and will be able to make quick variants of them. Once i have a finalized brick texture, i'll model out broken walls, rubble piles, etc.
Misc pipes/wires/etc. that connect the old buildings to the new will be done seperately.
Started to get caught up in messing with details and feeling overwelmed with all that needs to be done. so I took a step back and did a quick paintover to refocus and big forms and how to tie the old building with the mega structure.
No pro on painting yet, but gives me some direction.
djoexe - i understand what you are saying. Thats why i took a step back and am going to work on blocking in some of the shapes to tie the two sections together.
Christian - thanks! The first wip shot is the target framing for my final render. Establishing the big shapes early will help make the scene more "illustrative" what ever that means, haha.
dissonance - thats the general idea. though i still need to put in the elements that really tell the story. Some orange-ish lights will be nice, especially if I can get some good shadows from the crushed buildings to show on the big structure.
DWalker - completely missed that. I'll be sure to fix it once I do my final materials pass.
I started to just model out some random shapes, but it was taking too long, and I kept redoing things. So instead, I made a base material that i'll model off of, later i'll make additional specific textures for screen/lights/misc stuff I didn't think of. This way, I have scale set out for most of the forms, and wont be trying to make 100 unique textures later.
quick video to highlight the spec/gloss in action. (best in 1080 obvs)
[ame="http://www.youtube.com/watch?v=wlx66T9ptmw"]http://www.youtube.com/watch?v=wlx66T9ptmw[/ame]
also want to make a variant that I can use a blend layer to go between, but since I'm using a gloss map in the alpha of my spec, i'm not sure how to get that to work. The second texture's spec has to be in the alpha of the diff and not a separate texture, so need to figure out where the gloss goes.
Going to move on to another section for a while, but if people have some feedback, please let me know.
Any comments and critiques would be very appreciated.
Ned - thanks man. It's coming along slowly. might need to start doing all nighters or something.
Here is an updated lighting shot:
Anyone else have comments or critiques?