Wednesday, 27 April 2016

Modelling the Environment for Paintover

As time drew closer to making my final sketches as a final piece and model sheet I felt it would support my project to model my mill design from my thumbnails within Maya, once completed I would be able to use Mental Ray to render high resolution images of the model in perspective for paint over for both the final piece and model sheet.


Unlike if I had been modelling for a game project I had little concern over the topology and the flow of the model, my priority was to make the shape as quickly and accurately as possible. To that end I used simple poly primitives with little exits to make the overall shape of the building.
There were a few poly's that I worked into to create the model, these were the main structure of the building itself which is all one poly cube extruded and scaled over and over again to create the shape of the roofs and walls. I also worked into the wheels of the mill so that when I made a render of the model I would be able to see how the lighting reacted to the geometry of the wheel.


The above four renders were used for the construction of my model sheet, having the near perfect line ups in all four views that I needed for my model sheet made making my model sheet all the more easier and time efficient.


These two renders were the perspectives I decided to work with for my final compositions. The above render I worked on first as I attempted make my final piece by using a technique known as photo bashing, its a common technique used frequently among concept artists as it allows shape and form to flow quickly to produce a piece that is both decent not time expensive.
The photo bash didn't work out in the end and so I began on a new render that I would paint over.


The above render was the one I decided to use for my final piece as I liked the composition of the render, it's a perspective I haven't really touched on throughout this project and I felt it would make my final piece all the more distinct.

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