Thursday, 28 June 2012

texture update! 29th of June

hey,

so today is an update on textures, environment and formula 1 cars. I thought about using a texture for the cars but instead I'm using a shader and then applying stickers on top. The guys from the team layout the Uvs for the stickers to be easily placed on it after the main shader was placed. The guys are in the process of creating the stickers for obvious reasons we cannot use already commercialised so we are creating our own interpertation of the logos. here is a few that one of the members has done, it was done quickly as a mock up.





Next up is the environment at its current time, looking to do the mountains in zbrush and then import the mesh and the normal map into the main scene.



 Here below, is the back part of the  formula one car. Final result is below at the base texturing stage.

 when applying the mental ray shader it came out like this. (fig 01)

 (fig 01)
 (fig 02)
With the mental ray shader, flakes can be added to the  texture to give it a sense of depth. In (fig 02) it was to much.

Above is the last part I came to, before adding stickers.

Last of all here is the wheel, (WIP) still got a lot of work to do on it.


Thanks for reading
Rich


Tuesday, 26 June 2012

update!

Hello.

Almost at the end of june already, not long left to go now. Deadline is in for the 6th of September and we still have a lot of work to achieve. Here is some texturing and some lighting tests that I've done for the project. Here also is a rendering test. It gave us some feedback on the positioning on props and camera. Here it is


Next is the steering wheel textured. Had fun doing this piece of work.

 The white spots are stickers.

Next is, Gamma correction and lighting test. So the top image below is without gamma correction and below that is gamma corrected, with a hint of blue.


 Thanks
Rich




Wednesday, 13 June 2012

environment progression!

hi,

So developed more environment work today, I won't keep posting every little detail I make but i'm quite keen on sharing this environment because i'm enjoying it so much. Today I expanded the props, now at 250 crash barriers around the track theres still more to be added, and then hitting the 500 thousand poly count today, i'm thinking "how long will it take until my mac gives in" but it seems okay.

Render times have increased a lot as well for example here is two images.


 Above took 1 minute 30 seconds and I think it was around 150 thousand polygons

This render above is with Vue atmosphere and sea, 400 thousand polygons in scene and the render time was 16 minutes.

That's a little bit worrying when the modelling and texturing isn't finished, and Vue mountains aren't in there. I will be definitely be keeping an eye on this.

So the shot above is taken from the Previs. just the environment has changed and here is the video.

 

Last of all here is a image of the run off areas on the track. I like this style, idea was taken from Abu Dabui circuit.


 Thanks again and any questions don't hesitate to ask.

Rich





Tuesday, 12 June 2012

filling out the environment

hey,

Well thought i'd post an update on my environment im doing for the short Screwed. A couple of things that I will discuss tonight. One. The transition between the software package Vue Xstream and Maya, and two filling out the scene with props etc.

So first here is two images taken from the scene. The one directly below has the mountain in the background as the orginal mesh and a added texture to it from Vue.

The second image is mesh that is taken into Vue then added a texture. then brought back into maya. Both of these personally don't work, so I've come up with the idea to sculpt all the mountains in Vue. This process will be lengthy but it will be worth it because the final outcome will look and feel better.

Next up is a couple of renders from the scene at it moment in time, I've added today crash barriers, advertisement boards, cameras and fences to the environment.


The logos on the Advertisment panals are temporary as the group will be creating our own. I took a couple of screen shot to show the type of ground and surroundings we are having. It was mentioned today to do a valeinca style ground where the tarmac that's not on the road is blue. Our track has become a street so it would suit that style.


Above is the track before I put it in.

This reference came also from Abu Dhabi Street race track.

Last of all which i'm happy about is my camera, thought i'd show this off.


I definitely enjoy this type of work, and will be progressing tomorrow on the environment and hopefully getting some Vue Xstream work on the environment.

Thanks
Rich

Thursday, 7 June 2012

june!

hi there,
so after the hectic month of may we were given a little bit of time off, (phew) well about 3 - 4 days. which was good, didnt do much work at all. until today when we looked at a gantt chart that we made in lecture briefly, using a system that my lecturer developed he is the image of our gantt chart and here is also the user interface he has designed with it (very basic but it works)




here is a couple of shots of different things I achieved today, firstly almost completed the mclaren formula one car. I could spend another two months on it but I don't think its a good idea. the audience knows what is it and hopefully is impressed by it.

 struggled with grabbing reference images for a back end of a formula one car so I used my imagination a little bit. im happy with it.


wireframe using contours




second is some environment work before I put it into the package Vue to sculpt some mountains. hopefully i won't have any issues with sizes. any suggestions let me know.


 base mesh for Vue Xstream (a environment package). the mountains will be completed in Vue. although in the tunnel the mountain will be made in maya to save rendering times.
Hopefully once the guys have finished uv unwrapping the cars ill crack on with texturing.

thanks
rich