View Full Version : >>> Experiment No. 3 <<<
DaveLEWIS
06-02-2006, 03:26 AM
Hi,
Here are three projects that I have been working on, finaly coming together into one.
The Hall was originaly modeled based on a tutorial for the Lightwave Cad plugin, but has now gone far beyond the tutorial.
The Basic plot is that a Warped Scientist has an underground facillity where he conducts illigal experiments to produce Mutant creatures. His Security Guard is a Komodo Dragon whom he found close to death's door on the beach and restored to health with Bionic Implants. Hence the name, Robo Komodo:)
An experiment has escaped and the scientist is searching the many corridors of the facillity for the creatures, as it has grown in numbers.
Here is my progress so far:
http://www.purplecabbage.com/wip_images/Experiment_number_3/Scene_01.jpg
DaveLEWIS
Sibylline
06-02-2006, 04:23 AM
Hello Dave :)
I like the hall very much.
I think the windows are rather unique, with the stone in the middle.
Looks very delicate yet fortified.
What I find amusing is that there must be countless cleaners to get the floor as sparkly as it is.
I'm honestly not quite sure how to stop that...but id try an inverted specularity map? Just so its not so shiny at certain areas where muck has gathered.
Another thing would be that upwards leading doorway inbetween the 2 windows.
It looks like some sort of a steep climb, and while i have seen those before in churches and some just like that one, starting between 2 windows, I havent ever seen one dissapear like that. id expect to see some sort of stair way or attachment when i look outside of the window.
But then on the other hand, it had me staring at that particular spot for a good 5 minutes, so i guess it had its impact ^_^
I Very much like the paws on your Robo Comodo aswell, Reminds me of the Basilisk.
Can we get some close up shots of the Evil scientist and the Robo comodo please?
Good job tho so far, do share a textured verion of your work :)
Sib
DaveLEWIS
06-02-2006, 05:40 AM
Hi Sibylline,
Thankyou for your comments, very much apreciated.
The windows are realy pressure sealed doors for holding tanks. I'll be re modeling the doors, as they aren't strong enough visualy as I would like them to be. The green glow is from the water inside.
Yeah, hehe, the floor is rather pristine. I'll mess around with a combination of Ambient Occlusion, textures and surfaces. It does have to be a clean floor however, but I supose nothing is that clean:P Thankyou for the specular map tip. I'll be sure to give that a try.
I'm still in the modeling phase realy, so more on surfaces later;)
The upward leading doorways are sloped passeges for the eggs to be transported to the tanks where they are kept untill fully grown adults:)
Here is a wire of the Komodo:
http://www.newtek.com/forums/showpost.php?p=379908&postcount=6
Here is a link to my inital progress for the Scientist:
http://www.subdivisionmodeling.com/forums/showthread.php?t=567&highlight=DaveLEWIS
Your comments are very helpful.
DaveLEWIS
DaveLEWIS
06-05-2006, 05:00 AM
Hi,
I'm stuck into surfacing rite now. I baked the floor with the new Lightwave 9 Camera baker, which rocks BTW:)
I am going to tweak the map some to get the desired results. Still looks too clean for the look I want.
I'll be remodeling the parts other than the floor next, as I can plan the next stage of UV/baking. Attempting a UV with the model as it is would be a nightmare:S
http://www.purplecabbage.com/wip_images/Experiment_number_3/Scene_02.jpg
This image shows you the result of bakeing the floor in Open GL. I only baked the Ambient Occlusion. When I rendered out the scene without baking, I got occlusion underneath the 3 eggs...not good:S
http://www.purplecabbage.com/wip_images/Experiment_number_3/Scene_03.jpg
DaveLEWIS
DaveLEWIS
06-07-2006, 08:57 AM
Hi,
Here is an update:
http://www.purplecabbage.com/wip_images/Experiment_number_3/Scene_06.jpg
In the images above, I have remodeled the Hall and Holding Tanks, to be more UV friendly.
http://www.purplecabbage.com/wip_images/Experiment_number_3/Scene_05.jpg
The above image shows the UV map. I found it alot easier to model a low poly mesh, Morph the mesh into more or less one plane, then UV map all of the parts, eg, Floor, walls, tank etc.
DaveLEWIS
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