Archive for the ‘Environment’ Category

Piazza Day Two

Wednesday, October 8th, 2008

Texture Test

Testing some texture issues.. trying to see if visible seams can be avoided without merging

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the blocks together.. Hmm.. still inconclusive.. more work tonight then..

Piazza Day One

Tuesday, October 7th, 2008

I’ve been putting this off for way too long, and so here is the start of my new environment project.


What I intend to achieve with this project is trying out and streamlining a modular approach to creating an environment, starting with generic building blocks like lego to work out the structure of the building then detailing accordingly. The blocks are all instanced so editing them and adjusting UVs are fuss free.

I’ve chosen Piazza Navona in Rome as my reference as the different buildings around the square are suited to it. Not gunning for an exact copy, trying to study the structure of the buildings, how the parts are arranged and such. Day one is over and the main building is mostly completed except for the roof. I’d say a maximum of 1 and half days to finish this off and move on to the next one.

So far things have gone pretty smoothly. It feels really different from just a few months ago working on my first environment. Well.. let’s see how this goes shall we?

Emerald City

Sunday, August 31st, 2008

Emerald City

Hey everyone.. seems I let myself get sloppy and haven’t been updating my site for awhile. Things have been a little crazy lately with projects and stuff. I’ve been working on the texturing of the creature that I modeled as well as the modeling and texturing of the mining tunnel set piece of my group film. Been putting together concepts for a new low poly environment as well. The good news is that through lots of back and forth between Zbrush and Maya I’ve learnt a lot to help streamline my workflow.

This quick paintover (click to view full version) was the

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result of a mesh explosion when I was trying to change the UVs of the mining tunnel environment after lots of sculpting at high subdivision levels. I’ve tried a few different approaches to reimport the low poly and update the UVs, but at higher polygon counts Zbrush did nothing but crash on me.

There was a glimmer of hope last night when it seemed to be processing it, so I let it run for a few hours while I finally got to watch V for Vendetta. Sadly, yet another messed up model was produced. At least it didn’t go to waste altogether, I see some interesting building shapes up there I’d like to revisit sometime in the future.

Well, lesson learnt. Zbrush is pretty flexible but it’s best not to push it to that extent unless it’s absolutely necessary. Proper planning of texture map size and UV placement should be done right at the start.

Thankfully, plentiful save files at all stages let me put it back together with minimum fuss. Anyway, more updates on my stuff coming soon..

Robinson Crusoe

Tuesday, April 22nd, 2008

Hi everyone! I’ve been stuck on a deserted island for the past 3 weeks.. well not entirely deserted, it’s growing on me..


Heh, been rather stressed out by it actually.. Low poly modeling is a whole new ball game for me. Still feel that overall the structures aren’t very complex, but I think I’ll be able to make it look pretty decent once I get proper textures and some vegetation in there. Environment modeling definitely isn’t easy, especially how the texturing process differs so greatly from character modeling due to the scale.

Anyway, just took a break from it for a quick update – a signal flare if you will..