



Modelled by Christophe Desse and Matthew Thain.
February 27, 2010:
I have refined the time of day, it is bright with daylight. I want to showcase the red metal surface of the billboard, which draws out the Frankenstein and Mummy images. This change to the billboard material is also present in the third shot. I am also experimenting with a glass shader that I created in the Hypershader, using a sampler utility node and a ramp shader. My goal is to construct a grimy glass texture, implying that this old movie house has been around a while. There is a story developing surrounding the setting of this scene.
March 7, 2010:
Here I am refining the grungemaps,in the interior of the garage, which will be seen in the animatic later. The pavement texture has been revised, as well as the bump quality of all of the shaders in the scene have been adjusted. I played more with the glass windshield, to add more reflectivity, and am trying out a dirt texture on the billboard. Mostly I am concerned with the truck's surface, which is damaged looking. It needs a mesh smooth, I think.
Mid-March, 2010:
This week, I have blocked in the animated path of the truck, and worked on the camera path. The interior is much more lit up now, due to the area lights setup above the florescent tubes. The far wall is not hidden in full shadows, and the windshield, car paint, and chrome surfaces of the truck are highlighted. I am adjusting the placement of the pavement in the UV Texture Editor. You can see a stain in front of the truck now. (Final two images.)
Late March, 2010:
I've also added a new texture to the sewer manhole, as the camera path establishes a close-up now. Nearing the end of this project, I have changed the size of the viewport and need to fill in these outer area textures, along with doing a final pass on the Grungemaps, Specularity of Metals, and Shine of glass objects.
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