Sunday, 12 May 2013

3ds Blockout... Sort of :S

Well, as I'm the sleepless guy, I've decided to block-out my competition piece roughly and see what I could come up with from my horrid doddle. Now your asking yourself how did a doodle like that turn into this! Well sadly I'm a horrid 2D artist, pictures in my head are in HD when I try to put them on paper there censored as it scares the kids. Now the doodle has been kinda made somewhat understandable to others than myself through the wonderful ways of 3D the question really stands why an alley way corner? Really its down to volume and different types of materials and and objects and not to mention the fun with lightning that can be had with residential urban areas and tweaking of texture maps.

I've tried to keep the assets small so that I can map the texture maps accordingly 256x 512x 1024x and not lose as much detail... Rather than going for endless heroic pieces I've looked at ways to use the same texture space for "filler" assets, such as the boiler exhaust, the ledge on the walls to break up the tiling texture, and the drainage pipes and also the brackets which hold them, the windows are really going to be created through texturing rather than geometry, and vary this might change further down the line, as I feel the windows depth and the concrete tapered supports can add more to the scene.

With the floor I've looked at ways to fill the lower corner out so that the initial focus is the center bin. This is the main "vocal" point of the piece the idea of having the basement chute just above it is to draw the eyes out after focusing on that, the drainage pipes add to the depth of the scene so it isn't as flat, the air conditioning units break up the tiling created by typical urban housing blocks.

The left side is the busiest as I'm wanting to allow the person viewing the environment to understand object placement, the sign is purposely on the left so that it shows Hotel but only showing the EL of sign. This relates to how urban Hotels operate and from stereotypical sources and experiences a person can create there own assumption from the objects within the environment and how the bin bags have been slung over the side rails and also into the bin, allowing a story to be told. This can then lead onto the window behind the open bin being damaged, from careless employers of the Hotel and helps bring the scene once again back to the vocal point.

The camera at the moment is far away from the scene, as now I've blocked it out I'm going to create an asset list to see if what I have there will be able to fit into the texture & tri count constraints.

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