Monday, July 22, 2013

So, had a 5day art test. Here's a little recap:

The idea here was to create a damaged vehicle that had been left out for around a year.  Unfortunately, I was constrained to 13,000 tris, and 1x1024/1x512. I wasn't allowed to split up the textures, so I had to make due with what I had. 

Major Problems:
Most of the sun damage seems a little too saturated, but it was to be view-able at night as well, and I wanted the rust to read. The main problems are that the 'shell' seems far too thin and flimsy, and the explosion really has no form of direction. It was supposed to take place on the back right tire, but from everyone's remarks about it, it clearly doesn't read. Another problem (due to the polycount) was that I couldn't really make the engine what I wanted. I didn't quite have the tris enough to make a work-able looking dune buggy engine. I tried to get close, but I don't believe I was successful. I'm going to go back and maybe add another 512 to make this be what I want it to be.

WIPS:

5 Day Mark:

Tuesday, July 2, 2013

Cars



So, for one of my contract jobs, they're doing an event that's going to have a couple cars on the floor, and we need to do pre-vis for what it's going to look like for the client.

WHICH MEANS I GET TO DO SOMETHING FUN FUCK YES.

[cough] Anyways. Here's about 5 or 6 hours in. Unfortunately (kinda), I have to model the interior as well, so I doubt I'll be finishing at non-8-hour days. Hopefully I can get this mostly done, though - at least the exterior/tires. I plan to use a displacement map for the inside of the headlights, which should turn out looking pretty badass.


Oh, and more progress on this:
I sort of hated the firing mechanism, so I remodeled a new one, and did my best to mess with UVs to get the higher density mesh on the same sheet without ruining anything else. Haven't started painting the new additions, but it's fine for now.
Oh, and god those cracks don't make any sense. I'm just going co change them to rust.