Wednesday 26 May 2010

Panning Lighting on Dummy environemnt






There are 2 main light sources in this room, the lamp and the natural light through the window. For the window light I used an are light. I feel that the area lights look more realistic.

Final Ship



Lewis and Mu Li wanted the outer rim of the ship to be red. This is the final version of the ship.

Tuesday 25 May 2010

Texturing Pirate Ship



Laying out UV's for Pirate ship




Animation For Pirates








Pirate shots.

Guard spotting cereal
Guard smiling
Gueard spotting cereal for the first time

The Environment







After finishing the my texturing and lighting for the Dummy Project, I was dissapointed to receive a basic model of a Super Market environment to texture. The environment didn't even come with a roof. I could only work with what I was given so I textured the walls and the floor and placed shaders on the shelve's. I created the textures in photoshop from scratch to suit the style of the concept art.

Bottle Reference




I decided to darken the tone of the glass shaders for the bottles so that we didn't have to emulate liquid.

Assets for Pirates






The bottles are a combination of shaders and textures. The glass for and plastic for the bottles were created from scratch by myself along with the textured labels. I originally used automatic mapping for the pizza boxes but the textures kept moving around each time I rotated the object so I Planar mapped them instead.

I blurred the names on the products so that the film didn't infringe on any copyright etc...

Problems with importing Assets



Unfortunately the environment was a large file so when it came to the process of importing assets my Mac kept crashing. We got around this problem by using a technique called Referencing, where you can save the model and textures in indivual files and import them into a scene with using too much memory.

Thursday 13 May 2010

Bed Cover




Used Zbrush to create the creases for added realism

Monday 3 May 2010

Saturday 10 April 2010

Quick Lighting and Rendering








This needs to rendered in Mental Ray for the normals and shaders to work. Shadows are Ray Traced with 3 point lighting system. 2 Areas lights and a point light. Poly count is low as well so it won't put any stress on rendering times.

The front of the Scooter









I didn't like the extra detail that i was putting on the front so kept it how it was which was sleek.

Scooter References






Wednesday 7 April 2010

All the Posters are done

TV and Table




I texture the Xbox next.

New Books


New Textures for books.

Progression 2







The Chair took a whole week end by itself to do. It was the most difficult thing in the room to texture. I'm glad I've got it out the way.

Progression