Thursday, November 29, 2012

Final render and composited shot!

Day time!

These are rendered through Maya and composited in Photoshop.

This shows how I want the piece to look when it eventually makes it into some kind of game engine. I'm just starting to learn how to use the Unreal Development Kit, so it will be a while until I can get this kind of quality in a working game environment.                

Night time!

(used to emphasize the glowy light strips, which are hard to see in a day time lighting. Also adds a sci-fi kind of feel to it)






Soon I hope to get another blog going to show my progress in learning UDK, but school is picking up so who knows how much of that will happen.


Credit to Leonardo Covarrubias for the awesome CGFX shader:  "lcUbershader3.0"  -  blog.leocov.com/

Tuesday, November 27, 2012

Textured Pathway

Near final texture for the section. Possible changes in the future as I will probably have more ideas.

**Some pieces are missing because of a glitch with Maya








The pretty pathway! Once I get it into a game engine (Unreal or Source), the illuminated light strips will have nice glow. Once that is seen, I may darken some parts.

Thursday, November 22, 2012

Photoshop time!

 Basic look of both layers of the elevated path ways.










The final geometry of a single section. Lower level would have the floor area simply duplicated.  -  Got it all UVed and it's ready to be textured! Next is to create said texture in Photoshop. (Oh wait, baking in Topogun first) Damn it, now that I thinking of it, I wanted to add fancy light strips along the column for some futuristic illumination. *Sigh* No artist can ever truly finish something. If it wasn't for managers and publishers, there would be no finished video games, music, art, etc


Said UVs.  -  UVs are how the computer knows what texture (image) to display on specific parts of the geometry (3D shapes). For example, the top rectangles are the UVs for the large center column below the main platform. If I was to fill the long rectangles with a color, like blue, the column in 3D would be displayed blue. Though, it is usually a bit more detailed/complicated then solid blue.

Monday, November 5, 2012

First Post of a sci-fi building (the WIP)


Original model - start to visualize what I want to do with it. My plan is to have the three connecting bridge sections made mostly of glass, several stories tall. It would be an area for residents or office workers to go and relax, having trees, fountains, food carts, small restaurants/bars, etc.







An atrium class ceiling on each side of the bridges.
Took a few hours to finish. First had to figure the best way to have the polygons flow, and then had to place each panel, one at a time. Rotating and re-sizing as needed. Thankfully lattice boxes came in quite handy, so the whole thing took only about an hour to place the tiles. As with most things, it took more time than expected because of trying several things, over-complicating some things, and my bad habit of perfection/ocd.


Widened the atrium as the first iteration made it so that the bridge would become too thin.

Mirrored it across to show the basic look and scale of the bridge.







 Continuing on... this showing the top half of the bridge, so the finished piece would be about twice it's height.









Starting to work on a bit of the interior of the part of the tower that connects to the bridge. The top most bridge I plan to be unique do mainly to the ceiling of the tower. The walkways will go around the main tower and along the bridge for 3 stories.

I have a basic idea of the final look of this large interiors, but still many details to work out.


Exterior shot just to show scale of the bridge and walkways. Might be hard to see, but there is a person on the top walkway to display the grand scale of it all.








Keeping to the contemporary glass theme, some basic glass railings to go along the walkways.








Example of how the railings will look along side the walkways. With people to show the scale.

Building Concepts


Some quick "sketches" of skyscrapers. Eventually I'd like to get them all fully modeled and textured.
The first I am tackling will be the first one displayed (imagine that!).