Tuesday, January 31, 2012
Monday, January 30, 2012
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.
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