Friday, 14 December 2012
Wednesday, 12 December 2012
I've tried a few experiments with the lighting by changing the colours. Although they show a difference and change the tone slightly, I still feel that the original white lighting that i used had a better effect.
Monday, 10 December 2012
This is my full and final scene, fully textured and rendered. I can honestly say I am happy with it, and I think that I could have made some improvements with modelling, but this far on I think I have come along way from when I started!
01 - Wire Frame
02 - Un-Textured Model
03 - UV Mapped Model
04 - UV Texture Maps (Pyramid Panels)
05 - UV Texture Maps (Graph Panels)
06 - UV Texture Maps
07 - Textured Model
08 - Lighted Model
09 - Ambient Occlusion Render Pass
10 - Final Render
Sunday, 9 December 2012
Now, I know this isn't a typical representation of an orthographic projection, but because I've done product design for about 6 or 7 years, this is the way I've got used to them, and how I understand them the most.
Saturday, 8 December 2012
Ive finally done my lighting and texturing! I only rendered these with a resolution of 72 and on HD 720 just so that i could work out a few angles and post them for some feedback.
As I've gone on i have tried out some different angles, but right from my lighting, I found this one to be my favourite. My worry was that, while being a very good cinematic angle, the interior would be seen clearly enough, but it does show the interior space quite well so i think for my final render I'm going to use this angle.
I did a couple of rendered views of both the panels and the fountain.
These is the scribbling I did in our last Photoshop lesson, i tried to make the most out of this lesson as it was our last, but it really got the better of me and i really did not like the outcomes.
I developed my favourite one, i could kind of see a cave forming with long pillars and a platform, but i think i would have to work into this even more to get an image that satisfies me.
Tuesday, 4 December 2012
UV Mapping didn't take long because all i needed to map was the control panel. This is because for the holograms i really wanted to have my own take on them and the rest of the scene is more synthetic, so the in-built shaders and textures on Maya it-self, i feel, would suit it more.
Oddly enough, I really enjoyed the lighting, up until Maya crashed on me... but i persevered and here's the finals!
2 and 3 are my favourite view, but they are more cinematic views and don't show the inside very well, but i feel that cinematically they show a lot of potential. I can just imagine the way the camera would pan around the orb, or even pan inwards to show the different areas or even to my character as she walks around doing her.... evil...
So Blogger decided to be nice to me again! Here are the panels that we did in Photoshop on Friday.
At first i was just scribbling and decided to use the colour that Sin City uses, which is just black, white, red and yellow.
this time round i just used grey scale and went for a more futuristic approach and i think it worked quite well.
Now what i didnt know, was, i was doing this exercise wrong, i was supposed to use one colour scheme throughout, but do different painting on each panel, so i modified my approach again and this is what i came up with. I really like this one, because to me it looks really psychedelic and "trippy". The top one is the one i decided to continue working on, which is posted previously.
In the beginning I was very apprehensive to start modeling, but once i got into it, ideas just started to flow and i think that finally, my model looks a lot more professional and cinematic than my concept and what i had in mind in the first place.
Once i had finished modeling, i took a few renders for different views, because although i know my scene, I'm not 100% sure on what angle to have.
An idea that came to me, was when i selected the background sphere, the way the mesh curved around the sphere made me look at it and imagine the space more. To me,the lines it give it depth and make make it feel more like a space, or environment rather that just an image. These are the kind of things i have in mind to make sure my final scene looks like a model and not a Photoshop painting.
So far this is my favourite angle. I really like the idea of having the view from inside one of the cables, but it doesn't show as much of the scene inside as i would like. But there are more cables that i can use!
This is just the wire frame of the model, to show the "inner workings".