Showing posts with label gwelsh. Show all posts
Showing posts with label gwelsh. Show all posts

Tuesday, 11 February 2014

Tuesday, 28 January 2014

Previs first cut

Initial draft of our Previs. Should have been done before now but hey ho.



Workshop Interior Textures

Making good progress on the inside of the workshop. Was hoping to get it finished yesterday but it's going to need one more day. Mainly miscellaneous things needing done now.


Some extra concepts

Have been doing concepts for background items and environments on the fly as needed.

Here's some gun and building sketches.





Rob Damaged Textures

Updated Rob for scenes taking place after he gets shot. Hoping light on the inside isn't going to be a major problem. Would rather leave it but can do something if it becomes an issue.





Wednesday, 27 November 2013

Crashed Ship


After many attempts at simulating the crash i realized that doing it by hand was much easier and gave me more control. Below is an near enough finished image on the composition of the crashed ship


Model was done by Gary welsh
Lighting was done by Scott Yorke

Workshop Textures

Workshop textures for scene 10. More or less complete. The info on the screen on the radiator unit will change to an image sequence probably and the glows will all be replaced with actual lights I would expect. Also included are the area of the model that actually has textures and the shading networks of everything textured from this corner. We'll only be texturing what's on camera.





Wednesday, 30 October 2013

Six Textures

A couple of renders of the finished textured Six.

Scott will put some nicer renders up soon hopefully.

This is all straight out of Maya with next to no comp. I think I tweaked the levels a touch on the darker image. All the shaders are mia_material_x_passes and most have a diffuse map and a bump map. A few pieces have the glossiness attribute mapped to control the the reflectivity of the mud on metal. Though this should be in the reflectivity channel! Shocking!




Thursday, 3 October 2013

Updated Animatic

Still loads of changes in the sound to come and needing to edit it tighter in some areas as that was one of the critiques from yesterdays peer review (although it is supposed to have some slow bits in it...).


Sunday, 29 September 2013

Rob HUD overlay work

Been long past the time where this should have been sorted. Have been trying to tighten up the animatic for this weeks peer review. 

Here's how it'll look on Wednesday likely but may well be further changes beyond then.


Rob Metal Shader Test

Used mia_material_x with some fractal and noise for bump.


Monday, 23 September 2013

Even More Bug Texturing!


Discarded the harlequin paint shader for the shell. Just wasn't giving me the look I wanted and was quite restricted in what you could do with it.

Still a bit dark but I'm happier with the highlights and general look now. Maybe some last tweaks later on and it'll be done.


Saturday, 21 September 2013

More Bug Texturing

Swapped over to mia materials. Much nicer look but worried about render times. We'll need to do some tests before committing to this. Also discovered that final gather is really boosting the colours on the shell. It's quite hideous with it on. The more muted one is with FG off.








Friday, 20 September 2013

Bug Textures

Sculpted a wee bit over Jacks model and textured using mudbox and photoshop. Might change it a bit more depending how it looks in some environments.




Here're some shots of the sculpt before textures: