Tuesday, January 31, 2012

The exterior of the building is almost finished. I need to work on some of the textures to give them stronger bump maps and some need better specular maps. As a whole it is coming together pretty well.







Monday, January 30, 2012

I figured out a decently nice way to replicate the tile roof I was going for. I need to adjust the bump settings and add some more detail to the texture, but I am very happy with the effect it has.

Tuesday, January 17, 2012

Garage basics

Here are a few basic shots of the indoor area of the garage showing the lay out as of right now. I have chosen the two bays on this side of the building to be repair/maintanence garages. The three bays on the other side will be display/parking garages.



Unwrapping

While modeling the outdoor lighting I tried a new to me technique of mirroring every possible element.





MGB

Because my garage model would belong to an automotive enthusiast I have decided to model a classic car to go in the scene. I chose a timeless MGB. I am keeping this project on the back burner as the garage is more important, but I think the MGB will really help the overall scene if I can fit it in. I box modeled it using blue prints from the Scratch Made Cars database.

The garage has come a long way. I am currently working specifically on the door areas. The walls have a stucco texture. Almost all of the other textures are all place holders, but the objects are unwrapped. I have good images in my texture library so the textures simply need to be done. I have to figure out the best way to model or texture the tile roof, and find reference for the finishing. At this point I think I may texture the roof and model just the edge for detail. I also need to finalizee the placement of the garage door walls and finish the surrounding walls. The side wall textures are stretched because they are only placeholders as the finished walls will have windows.




Here is a close up of the garage doors. Again, most textures are just placeholders. I plan to look at the many real life examples I have in photos to finalize material choices. The kick plate has a brass material but I am not using a reflection map for the sake of render time. In the final I will use mental ray and have proper reflection maps. The doors are hinged as a normal door, but then the hinge is able to slide back into the garage. When opened the doors only stick out of the garage by about 1'. They are animated in 3ds Max.