Showing posts with label set. Show all posts
Showing posts with label set. Show all posts

Thursday, July 21, 2016

Adamant Command Center Texturing Pass WIP

Hi everyone.  Sorry for the lapse in updates this past couple of months.  I'd been tied up in several projects and work was piling up. :(  But, had a week, here, to breathe and de-stress.  Here's the result when I de-stress!

I took the Adamant's command center and started texturing it and prepping it for finalization.

The scene relies very heavily on dubious topology and severe color correction to make it look good.  This is still very much a WIP in that I have to add the sweeteners to the holographic displays (control rings, numbers/letters/symbols, readouts, etc....) and flesh out some of the detail geometry--most notably the detail lighting and a few other things to highlight the scene a little more.




Hopefully everyone is doing good.  More work on this today to finish it out and get it done!

Have a good one, all.

Dan

Thursday, December 10, 2015

Adamant Interior Concepts

Starting to work on the new Adamant's interior.

The bridge shell has changed shape to this, with a human model to give an impression of scale:


It's necessary to redesign the interior of the Command Deck so that it fits.

I also wanted to take this chance to redesign the ship's interior motif, too. I wanted something a bit more menacing and muted. Since the outside looks tougher. To that end, I came up with this test motif:


I'm still not thrilled with this design, and may address some of my concerns. The most notable one is...there's something about it that doesn't look good...I don't know. I know I don't like the baseboard lights. I'm going to get rid of those...the support struts also don't look quite right to me...perhaps they should follow the rounded edge motif of the rest of the design more.

Here is the Officer's Conference Room, directly aft of the Main Bridge, now, instead of to the side like the old design. This is looking to starboard. Left is forward, and that door on the left is the door to the bridge. It is shown in the old Adamant's interior color scheme. I'm seriously considering changing it.


I will definitely be adjusting the windows of the ship for the interior. I'll leave them the same on the exterior, because they're so small that they're fine the way they are. But close up, they're too angular. I'm going to round the edges for the interiors so that they provide more detail for the close-ups they'll be subjected to in any interior scenes on board the ship.

And here is the final color scheme, I think.  I need to add some stuff on the walls, including handrails, displays, door control panels and perhaps a display case for a model of the ship.



 

All that's left is adding some detail on the wall, including getting rid of the door in this image and adding a table.  I'm thinking on a circular table, with a holographic display in the center for presentations.  If that's the case, I'll change out the ceiling to fit the table. Instead of the door to the left in the following image, I want to put a display of a model of the Adamant (probably in silver or gold).  Right now the room has 3 doors.  The door to the left just leads out into the central corridor leading from the bridge, and 2 doors is more than sufficient for this room.



The table here is probably a bit too big around.   The bridge crew consists of 6 people--the captain, first officer, helm, comms officer, gunnery, and sensor officer.  The chief engineer would likely be included in meetings, too, so, at most, I'd need room for just 8 - 10 seats.

Dan

Friday, November 13, 2015

Finished Gingerbreed Sample Work

So, continued work on Gingerbreed.  The guys over at HiFI3D sent me some finals yesterday featuring one of the digital sets I built for them.

Here are some original OpenGL versions of the Colony set as it was being built:

Since this set was to be different from the rest of the sets built previously, I started with a single panel to get an okay from Jon and Szymon

The set was to be heavily damaged and distressed, but I started from a pristine state to get an idea what the location looked like before its demise

Jon and Szymon would give me helpful feedback on the project.  Since the scene was to include live action shots already completed, certain geometry had to be placed correctly to accommodate the paths of objects as they moved through the digital environment.  Some of these changes may stay, others may be removed at virtually any time in the production

The central core of the set was left for last.  Again, due to shooting constraints, the over all floor plan had to be followed closely




I model in Blender, because I find the modelling suite there to be easier and faster to work with.  But the film uses Maya, so the sets have to be exported to Maya scenes and set up in a certain hierarchy to facilitate lighting, texturing and shooting.
From there, Jon and Szymon take the modelled scene, light and texture it and then render it out for backgrounds for the action.  The results look like this:





So, that's what I do for a living. :)

Hope everyone enjoyed this little foray into the world of a digital environment modeller!

Dan
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