RENDER 01
This week, I finished UV Unwrapping all the different assets, modeled the various cables that are strewn over the place, and did a second pass of the lighting that seems more in line with my primary reference. The atmosphere now seems less sterile and hospital like than it did last time, and I also managed to plug the gaps in the adjacent meshes where ambient lighting was pouring through.
RENDER 02
I'm running a little behind on my projected timeline. I neither managed to finish sculpting the plastic film parts of the mesh in ZBrush, nor did I start texturing. Regardless, I'm happy with where I ended up.
RENDER 03
Things to consider for next week's submission/final environment pass:
Increase subdivisions where faceting occurs in meshCreate a different version of SM_FloorTrim asset which will be in the side corridor, with a hollow that nestles the vertical, red-tinted pipes.Increase subdivisions for cables.- Plastic Film texture sculpting both for SM_WallPanel and SM_DoorFrame.
Holes in Mesh through Substance Painter.Modeling the Repair Toolkit.SM_Floor with Metal Plate Diamond Pattern.Above Open Door Frame Light with Emission- Rebuilding Proxy Blockout with Lighting Pass
- Transparent Conical Meshes to get artificial god rays from lights.
- Set up Maya Renders with similar light shots.
- Maya Renders for individual assets (AO, Wireframe)
REFERENCE
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