Monday, September 21, 2015
Here are two more screenshots of the balcony section that I am focusing on. The first picture has a lot of decorative elements such as the reeling and rectangular posts. The second picture has some different types of flower pots that are on the balcony. What's interesting is that the flowerpots on the bottom scene are actually the standard 1 mode and note smooth preview. I'm really trying to keep assets looking as good as I can, but without having to go out of control with the poly counts. I am only smoothing what I feel has to be.
decorative_gate
This asset is going to be one of the decorative gates that will go towards the backside of the mansion. Not really an easy asset to make, and part of that is because I'm trying to not take any shortcuts, and want the gate to look like it was put together properly. One of the main things I've been trying to maintain is a sense that a lot of these parts have been wielded onto other parts. If you look at the spear tip part of the fences you will see curved horns extruded from the sides. The strategy I used to accomplish this was that I started out with a plane, and used the multi face cut tool to trace circles within the plane. The nonlinear bend tool allowed me to roll the plane into a cylinder, and now I had a wireframe that had the shapes on the side for which I could extrude for the horns.
The above three pictures here, further show how I was trying to make sure pieces looked as if they were wielded together. With the two piece curved decorative design I could have easily just had the second piece crashing through the wireframe of the first piece and called it a day. But if this was a real piece I had to design for someone looking for a real and true visualization, I wanted to keep it as real as possible. Same thing with the bottom picture, where you can see that the vertical pipes are actually part of the same mesh as the horizontal pipe.
So after a long break I've finally come back to one of the personal projects I've been working on, which was the Resident Evil exterior of the mansion. Started working on individual assets and really liked how some of them were coming along. The picture above is of a hanging lantern I did. The bottom pictures show both the model with and without the wireframe. Most of the parts were simple shapes that I eventually beveled to give a more depth like feeling to it, which is something I've been doing a lot on this project. Poly count is not something I am concerned with this for this project, as it's my goal to make sure visually that everything stands out, and nothing looks flat. The structural piece at the bottom of the lantern was probably the most difficult part, but ultimately using curves along with the revolve tool was the solution I used.
Subscribe to:
Posts (Atom)