Built and textured the props. Grounds a bit iffy close up.
Showing posts with label gwelsh. Show all posts
Showing posts with label gwelsh. Show all posts
Saturday, 15 March 2014
Tuesday, 11 February 2014
Workshop Textures Final
Workshop interior textures complete bar screen displays. The doors aren't in any shots so have just been left.
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.
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
Labels:
adev,
crash site,
environment modelling,
gwelsh,
syorke
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, 20 November 2013
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!
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.
Here's how it'll look on Wednesday likely but may well be further changes beyond then.
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:
Here're some shots of the sculpt before textures:
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