View Single Post
Old 12-20-2006   #12 (permalink)
agentxi
Registered User
 
agentxi's Avatar
 
Join Date: Oct 2006
Location: Red Deer - ish, Alberta
Posts: 557

agentxi is a jewel in the rough
well for those of you who are interested. I will kinda post up some steps i did for how i am creating my project. This might give some sort of insight as to how i process things both physically and mentally (tee hee hee, i said mentally)

so I first started the project I was going in a totally different direction, but after much thought and discussion I have ended up doing what i am doing now...so here's what my street first started off looking like.
version 1 street I did not like this scene because the composition was very weak.


while I was discussing "composition" with a friend, we were flipping through some Disney concept art books to see what makes a strong scene strong composition-wise, and I came across this image, and I fell in love right away, it's from the Hunchback of Notre Dame (sweet movie btw) *inserts copyright of Walt Disney Pictures here

I love pretty much everything about this image, I love the composition, atmosphere and layout this image has... that and I'm a big fan of anything from a fantasy era. Now studying and perfecting composition can be a life long journey but seeing that I would like to get a job within a year, I figured it would be easier to use an existing piece.

so my very first step after deciding what I want to do is called "Grey blocking"

Grey blocking is basically what it sounds like, blocking out the scene and it's grey because of the default maya lambert shader. My goal for this is to mimic the composition and generalize the shapes I see in the reference image. This will help me with the scale of the scene and to get the overall feel for it.

I like to do everything in "passes". My First Pass is usually a very generalized version of what I want and it's very easy to tweak and change things if needed. (saves time too if you need to change a full composition)

The Second Pass will be much of the same, but will include more details, things like, blocked out versions of windows and doors or low poly props, etc... Like in this image

Reason for having so much detail in the bottom right corner of the screen is because I was unsure as to how I should do the wall stones, so I just modeled a small section to see how it would look

and finally to where I am now.
I pick a section in the scene and just start increasing the models details, until I get it to how I like it, then go on to another section of the scene and do the same thing. I have already done the bottom right corner, cobblestones and added details to the props, I am currently on the bakery building.

bakery details image

I know I know, long post, too much reading...but I used pictures

*now I should add that this is the way I do things, I am in no way saying this is THE way or the ONLY way to create scenes, I am just giving insight into my work process.
__________________

when evil is afoot, and you don't have any arms, you've gotta use your head. And when evil is ahead and you're behind, you've gotta do the legwork. But when you can't get a leg up, you gotta be hip. You gotta keep your chin up, and kick some-...
agentxi is offline