Showing posts with label buildings. Show all posts
Showing posts with label buildings. Show all posts

FABULOUS ASSASSINATION / Minestrone (Greenhouse Town)





Whilst unfortunately these are inferior in their compositional value and add nothing to aid each scene, they still show eye for eye the architecture & general sprawl of Minestrone. Gotta get the composition riiiiiiiiiiiiiiiightttttttt.....

There are some key shots I need to capture !

Character - FABULOUS ASSASSINATION / Rough Concepts - Greenhouse Town



Some interiors of the Greenhouse Town. (No name yet!) Have to consider scale in relation to the outside scenery -> greenhouse -> inside of greenhouse. Houses and what not are made out of plant pots and the town has it's own irrigation system. The shape itself of the greenhouse is coming up...

What If Metropolis - Orthograph 7 W/ All Maps


UV Map, Normal Map, Texture Map, AO Map, Cavity Map

What If Metropolis - Orthograph 4 W/ All Maps


UV Map, Texture Map, Normal Map, Specular Map, AO Map

What If Metropolis - Orthograph 6 W/ All Maps


UV Map, Normal Map, Texture Map, AO Map, Cavity Map

What If Metropolis - Orthograph 5 W/ All Maps



Normal Map, Texture Map, Specular Map, AO Map, UV Map

What If Metropolis - Orthograph 3 W/ All Maps



Texture Map, AO Map, Normal Map, UV Map. (No Specular for small building)

What If Metropolis - Orthograph 2 W/ All Maps


UV Map, Texture Map, Normal Map, AO Map (No Specular for smaller buildings)

What If Metropolis - Orthograph 1 W/ All Maps


Normal map, UV map, Texture Map, AO Map. (No Specular for smaller buildings)

What If Metropolis? - More Orthograph Drawings


Some head-on shots of the main towers, I forgot to upload them! Might add some more blue rather than all of them being yellow and red now that I think about it, though. Texturing to come.

What If Metropolis? - Orthograph (7) Normal Maps + High Poly




Last one :^D



What If Metropolis? - Orthograph (6) Normal Maps + High Poly




GAHAGHAHHDHD THE CLEANEST NORMAL MAP EVER AAHAJKLALJSSHLKSSL 
 absolutely 0 artifacts bow down to me xnormal 

What If Metropolis? - Orthograph (5) Normal Maps + High Poly



7 hours... for one......................... ONEEEEEEEEEEEEEEEE NORMAL MPSSPDFJDSPFJDSFPADSJPADSJGA[DPGKDS[PGS - Normal map.

What If Metropolis? - Orthograph (3) Normal Maps + High Poly



Third down! Gotta love normal maps. ˙ ͜ʟ˙
I created padding between hard edges on the UV map (Seams at hard edges) because after much research and failure it's how you stop them from looking ugly. 

What If Metropolis - Current Rough Blockout


Super quick block-out from the assets I've got so far. Empty :^( The towers are definitely going to make this more impressive I think.

What If Metropolis? - Orthograph (2) Normal Maps + High Poly




Second building, super simple! Had no problems with normals this time so the hours of struggle yesterday was worth it. The only issue I can see with the normal map could be the green lines where the two end spheres join to the centre one. I think I can prevent this in the next set of UV's by creating seams at those parts. Thankfully this is a tiny tiiiiiiiiny building and you won't really see it from top-down but it'll be more important with the bigger towers. :^)

What If Metropolis? - Orthograph (1) Normal Maps + High Poly



I spent all evening finally being able to try out normal maps. I used xNormal + nDo to create and non-destructively make a normal map for the building. Had so many issues but it was worth it in the end. To get a base for my normal map I smoothed the low-poly building in Maya, imported it into ZBrush and added details at around 5mil polys. The heart and other tiny things were added in nDo.

Many many programs in this workflow, but fancy normals! (Although there are some issues)

What If Metropolis? - Orthograph (1) Sculpted


 
I've started making my first building inside Maya. Though hopefully when I add textures, normal maps and such it'll have a little more charm!
 
Getting all of my models with their UV's done first, I'll then place them into the overall scene then begin texturing. :^)