Sunday, October 27, 2013
Saturday, October 26, 2013
A change in the wind.
Hello! Today I'm taking this project in a new direction. I've been having a difficult time getting this to coalesce together, and it's always breaking down to, "Who's room is this? What's this person's story?" And it just wasn't coming.
Story, above all other things, is the most important thing to consider when generating a scene. However, FINALLY and idea emerged. The throne room is gone. The glowing globe is gone. Instead, we have a prisoner getting a small taste of freedom. I can reuse all the hard work on making the machinery parts since the main character is mechanical. Here's some progress shots of the NEW direction.
The first two are the high poly Ambient Occlusion bake to the low poly model. The last two are the setting and camera angles.
Story, above all other things, is the most important thing to consider when generating a scene. However, FINALLY and idea emerged. The throne room is gone. The glowing globe is gone. Instead, we have a prisoner getting a small taste of freedom. I can reuse all the hard work on making the machinery parts since the main character is mechanical. Here's some progress shots of the NEW direction.
The first two are the high poly Ambient Occlusion bake to the low poly model. The last two are the setting and camera angles.
Sunday, October 13, 2013
Saturday, October 12, 2013
Friday, October 11, 2013
Block in begins
Really rough, just need to get some volumes in and think about things. More modeling on a foreground item.
The background has started- I know the rough shape of the area, and how high it should be. Almost vault like with a good view of foreground and background elements. Still don't know who's room it is yet thought and that's causing issues.
The background has started- I know the rough shape of the area, and how high it should be. Almost vault like with a good view of foreground and background elements. Still don't know who's room it is yet thought and that's causing issues.
Saturday, October 5, 2013
Intro
Hello! My name is Quentin Westcott and I'm building a dark future interior environment, that will eventually be rendered in the Unreal engine.
I'm still concepting the overall shape of the room (interesting height and depth) and while that comes together I'm modeling out one of the foreground elements.
I'm still concepting the overall shape of the room (interesting height and depth) and while that comes together I'm modeling out one of the foreground elements.
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