Been working on some Buildings, first for a space station and then I figured they could just double as city blocks for some renders, they're more fun than the space station itself atm.
Been using modo's ray GL to place emissive lights something that usually would have been a pain to get done.
Still lots left to do, doing a building every few days, retrofitting older buildings with new details and emissive lights.
No textures yet so the windows are just large emissive surfaces.
The renders are done with modo's viewport GL render... they only take 3 seconds and are done in your normal 3d viewport... which is really nice to work on the lighting in realtime, the quality just has to be set very low to keep the render updates quick with the GI and all the missive lights.
Once its all textured I'll do some better renders. Started some textures already to take a break from the buildings, but will still take a while.
No procedural textures, I'll have to painfully unwrap the larger areas and auto unwrap the rest, then throw tiling textures on it (modeled in hipoly too and baked down) and then all the results will be baked into a custom UV for each building so that I can do custom dirtmaps etc for each... wont be game oriented tho, just hipoly.
The windows and some other things will stay as tiling textures.
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Those screengrabs are really muddy and low res, would be cool to see a bigger one. Looks awesome though
The renders are done with modo's viewport GL render... they only take 3 seconds and are done in your normal 3d viewport... which is really nice to work on the lighting in realtime, the quality just has to be set very low to keep the render updates quick with the GI and all the missive lights.
Once its all textured I'll do some better renders. Started some textures already to take a break from the buildings, but will still take a while.
No procedural textures, I'll have to painfully unwrap the larger areas and auto unwrap the rest, then throw tiling textures on it (modeled in hipoly too and baked down) and then all the results will be baked into a custom UV for each building so that I can do custom dirtmaps etc for each... wont be game oriented tho, just hipoly.
The windows and some other things will stay as tiling textures.