Image above left is the Boat before I went into detail with texturing the boat. Even before this I had just colours basing out where I was going wrong and to check out the uv'es! The image above on the right is how I have taken the base colours and started to add details there was some areas of the uv's that had problems but steph and myself sorted them out and got the nice layout we wanted.
I paid some attention to the back of the ship as I was abit worried how it fitted together and where other bits of wood would have to go to make it look realistic. So I put this vertical beam in to represent the change of wood and to show maybe how things connect and to bring high light this area. Took me sometime to get this as I had to draw it myself and paint it to make it look like wood.
The bottom of the ship caused problems at first, as the uv's were angled badly and so the texture would stretch. I lost the image I took to show this so I'm sorry about that. My solution was to straight the uv'es perfectly so they they weren't already angled when I started to texture, we got there in the end and the bottom although you don't see it looks good.
These are all the first images of the ship texturing. I plan to go alot further but for now wanted to get that bacic texture down so we have something to work on and start to think about those final details!
This was an interesting file I have found whilst looking for tutorials and tips for certain models I have coming up. This is a Modeling Workflow, its not perfect but it gives you a great base idea of how yo create good models and in what order to do things. This is very similar to my own.
I have put all the models they we have done so far into the admirals room. I have compiled a list of models I need and what is needed to be edited on the one I have already:
High Res:
Loads of Scrolls
Letter from Admiral
Map
Boat figure (I'm Modeling)
Statue (I'm Modeling)
Sword (I'm Modeling)
Ink Pot
candles and candle holder
Table (Nearly finished)
Low Res:
more candles!
Door Frames and Doors
Pillow
Shelves
Weapons for Walls
All these items need either finishing modeling as well as needed uving and texturing.
Things needing Uv'ing and Texturing:
Walls
Pillars
Paintings
Wall banners
Shelves
Most things already in production for this room so should be finished soon, Hard part of this scene is that it needs loads of different lighting as there is 12 shots within this one environment and the lighting will need to vary to create the mood we want to set!
After talking to Jared, we came away with a few choices ahead of us. We had to decide what final outcome we want, if we wanted a flyby where we show the whole ship going down as if it was a tour. Second idea for outcome was trying to keep some "beauty shots" that show off the ship, but we would focus on more narrative, try tell people what happened to the ship and why it was created. Try give the viewer something to watch and listen to, and even feel emotion for it. Not just a pretty model that shows of that we can model and render.
So obviously we chose the narrative idea, we wanted to create a story with a beginning, middle and end. So we spent a full day together brainstorming and coming up with theories of how to best tell a story. Me and Sanjay had both written down a narrative as an idea so Steph got to writing a letter that was going to be sent from the Emperor to his Admiral.
We wanted the letter to give the impression of hope and show that everything is going well! then a sudden change as we head under the deck into a world that shows that things didn't go as well as they first seemed. We show violence, famine, drugs, gambling and poverty. We do this by having these darkly lit rooms with no food where there is meant to be. Hidden gambling tables with blood on the walls and weapons thrown to the ground. Then after showing all this we explain by showing that the emperor is dead and everything starts going wrong. The ink spills destroying the map and represents a deadly storm.
What we then started to think of was how to get the shots to represent what was being said in the letter. We have many areas such as when he talks about the dagger that was a gift from the Emperor, we have the camera pan over the table showing the dagger as well as the letter, maps and scrolls. We plan to have the maps slowly bleed ink and draw the map showing that the ship is traveling and he is filling the map in as he goes. Also a comment on the flag that is referred as a source of guidance and protection on their journey, we show this later on in the animation where I had the idea of having the flag tear off as they are in an overwhelming storm and this would represent their protection is gone.
We have other things representing troubles and diminishing hope. The candles start all lit and in their prime lighting the room and this "statue" representing the Emperor and during the animation they slowly start to get blown out and the dagger hitting the map finally blows out the last candle.
For the Animatic, myself, Stephanie, Greg and Sanjay all worked together to get this concept together. we all sat around one laptop as I sat editing shots in maya then bringing them all together in aftereffects. We created shots we thought would best show the story we are trying to portray.
Here is the Dagger concept. I am going to model as close as I can to this image as possible. Including all the finer details and textures as this is one of the objects that will be seen up close!
I plan to do some drawings of the finer details such as the intricate carvings. I will be using zbrush for these finer textures but I will be making a high poly model in Maya first. This is on of 2 models I need to make high poly as they will be seen up close. Also I got 2-3 more smaller models need doing but they shouldn't be a problem.
Here is the textured stairs as it stands. The reason its not finished is based on laziness as the panels are going to be a bit of an annoyance to uv so I am going to leave it for abit and get on with the more important models. But I plan to work into the texture a little bit more just to get that nice final looks. It all will be brown gold texture when finished.
Here is the finished pulley. Might change the shader to give some reflection etc but again this is one of the first models I am making just to get practice at texturing as these wont be seen much so I can play a little but After this I am starting on the high res models which will be seen up close and personal so now the time for perfecting begins.