27 March 2011

Modeling 1 Recap

The main project for Modeling 1 was a corner scene with a polygon limit of 3000 and a max pixel size of 2048x2048 for all textures, combined. I decided to create a warehouse scene. The concept story was that a thief had broken into this old warehouse in search of valuable artifacts. He was frightened by what he found and left behind some of the tools of his trade in the process.

I began with the corner of the warehouse, some storage racks, a crate, and a wood pallet. The flashlight is just a placeholder at this point. I was playing around with some overhead lighting and shadows with this version.

Warehouse Render - Version 01 - 14 August 2010

I then added the steel frame of the building and began creating the textures. I realized early on that the crate with the main artifact would need to be much closer to the camera if it was going to be an effective focal point. I intentionally kept the lighting dark, in an effort to hold a strong focus but the overall scene is almost unreadable this way.

Warehouse Render - Version 04 - 28 August 2010

I brightened up the scene a bit in this version. I also added a pallet jack, a crow bar, and a mask. It took quite a while to decide on the mask as an artifact but it ended up being an effective choice, in my opinion. I used a segmented box and edited the vertices to match a photograph of a mask I found online. A mirrored instance allowed me to keep the mask symmetrical throughout the process. I think it turned out well for one of the first complex, semi-humanoid forms I've modeled.

Warehouse Render - Version 07 - 11 September 2010

The distance of the crate and mask still needed major adjustment in order to bring out the appropriate level of detail. It became a much more interesting composition with the mask and crate just off center. Illumination and volume fog from an emergency light was used to help balance the composition.

Warehouse Render - Version 11 - 01 October 2010

The rest of the textures were finished and applied. Lighting adjustments were made, both in 3D Studio and in Photoshop (for the sake of printing), to make the image more easy to read. The result is an early morning shot of the warehouse after the failed late-night burglary.

Warehouse Render - Final - 03 October 2010

I'm pretty happy with the results of this project. The final poly count was 2320 and the final tris were 4214. I don't actually remember the final texture size but I know I had room to spare. Opacity, Specular, and Bump maps were not counted in addition to the matching diffuse maps involved.

There are a few things I might have changed or done differently, now that I'm more experienced, but I'm happy with it for what it was. For screen viewing, rather than printing purposes, I'd actually prefer a blend between the Final Render and version 11, as far as the brightness of the lighting.

I'll end with a dough-boy render of the final with wireframes:
Warehouse Render - Final Dough-boy - 03 October 2010

1 comment:

  1. Cool. Nice work. Reminds me of a Lara Croft scene mayhap? Can I hire you to be my photoshop alter-ego? PS and I are not getting along.

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