Thursday, 9 December 2010

Admirals Room Development




 Below are images showing the start of developing the look for the Admirals Room. Its one of the most important environments, it has about 12 shots altogether within this room. I have taken control of this environment. I will over see the the layout of the scene and make sure its organised and ready for the animations and finally renders! I have given the other 3 environments to 3 others in the group so not just one person is doing all the organising, but we all will be working on each shot as a group to make sure everything fits together!

These first two images show some more reference images I liked for adding a stand for the statue as before is was just a cube and this idea I had for the flags and drapes that I wanted in the room!









Some problems that have been occurring whilst working in a big group are importing and exporting models, this causes loads of different textures and loads of different lambert's, blinn which can increase rendering time and just causes confusion!







Some problems I have been having is the table and the fact I want it to be filled with stuff. I want it to look like a table thats in use and is a place where someone works and spends all his time.

So I have been finding objects to show this. I plan to have loads of scrolls, maps and papers covering the table to show that this table represents the ship and its goals, travels and misfortunes.























The final 4 images show the textured walls of the admirals room. I didn't go crazy with textures as you can see at the bottom with the image with all the objects you don't really see it or focus.

However I had some troubles with the wall with repeatative textures (first on the right) I had to take it back into photoshop and paint in some of my own wood to try get rid of this, also used the clone tool if I felt that was best to achieve this, but most of the time its the tool that causes those problems.








No comments:

Post a Comment