11.28.2009

Abandoned Villa



So here's a piece done by Claudio Tolomei which I figured would be nice to share. 3d production in Maya, imported into the Unreal Engine and then transferred this composition into Photoshop to do post. It's a straightforward process, but the results are simply amazing. This is exactly what students whose portfolios are environment-focused, like me, should have along with their fly-throughs and whatnot. It's a strong addition to a demo reel because it shows that you've got knowledge in fundamentals of art- composing a shot, lighting, color, mood, perspective, etc. 

You can click on the link to check out the thread on CGSociety. As for me, I'll be preparing the next couple of projects.

11.19.2009

Posting Pages in Quantity

Posting more images and details about my project. Later on, I'm going to compile everything into a nice and neat little pdf and tga file of everything.

 
Model Sheets

 

Icons for something

I will upload a quick turntable soon! Once Vimeo gets it converted. I'm also using this blog for the other environments and assets I'm working on over the break.

*Update* 10/19/09 @ 6:13

If you want to see the structures spin really fast in 20 or so seconds, here you go. I'll update the turntable and add a fly-through of the entire environment with music later.

In Full Color

So here are the final renders and a little bit of post-processing- mental ray and GI and the lighting is close to what I wanted. The mood and atmosphere is pretty festive, the style is slightly changed. I'm happy how this project turn out in the end, however I still have a lot of tweaking to do before it becomes a portfolio piece. I will post texture maps and detail shots when I have the chance, but for right now, I just need a rest.


The Final Renders

11.15.2009

Textures

     
Example diffuse maps

Example textures for some of the pieces in my scene. Some of the maps are messy because I was experimenting with a lot of custom brushes, especially with swirls and curves. I wanted to keep the colors in the scene vibrant but not where everything is highlighter yellow and green, but festive colors. I always enjoy working with a vibrant color palette not because it makes me hungry all the time, but because I can connect with my work a lot more, make it more personal. Rather than making a grey wall, I'll always add some burnt umber grime or olive green moss with a bit of goldenrod highlights to make that grey wall look interesting. 

Test renders and then killing myself.

The lack of updates means that I've been busy finishing up the last of the textures and I've been setting up the lights in the scene. Unfortunately, the computers in Montgomery can't handle my final environment scene and has been crashing Maya repeatedly. Thankfully, the computers that the VSFX students use on the 1st floor are godly and built specifically for Linux, making rendering and production time a whole lot faster. This is the first day I started lighting and so far I'm getting frustrated in how it looks. I want to create a dusk lighting setup but it's pretty tricky getting it right for this scene.

Basically I have three areas of focus that need to be illuminated: The pig-feast, the cooking hut, and the treehouse. So far, the lighting is rather bright and washed out, and some of the areas, like the pig-feast, aren't creating the shadows I wanted. I need rim lighting on some of the objects to make them stand out. Also need to tune down the glows in the leaves.


Test renders of the environment

I think I'll have research more on dusk lighting and try out different lights to use for my setup before I go any further. With a couple days left I'm kinda pressed for time.

I'll upload the texture maps soon!