Friday, September 27, 2013

Wonderview Texturing

Been working a bit on the Wonderview hotel. I am beginning to regret not bevelling anything. It looks a bit sharp, but with outline it should hopefully look better.

The lines I had on it were't working well, I had them in this chalk brush, but they got all weird and stretched sometimes and I really don't wan't to UV everything again, so I did a text using the UV line as the outlines and iut seemed to work okay. So I will have to redo them, maybe with a cleaner brush, or just scruff up the UVoverlay.


Finished the basic colours for the main building. Need to add lines, text and detail, and then move on to the insides. I am not sure how to the the inside of the buildings, as I need transparent glass, but don't want to model a whole lot to go the inside. Also have to play around with lights in marmoset, as so far, I've just been using default skylights.

----EDIT---

I've been working on this a bit in my free time, I pretty much have the textures done. They are REALLY simplistic, as I was trying to follow the concept. I am having a bit of troublein Marmoset though with transparency and alphas and such.I kind of just jumped in without reading anything, so I wasted a lot of time trying to figure stuff out.


So the upper balcony's transparency isn't working properly at the moment, soI need to sort that out. Next step is the lighting and plants. I need to create some emmissive masks so it looks like light is actually coming from inside the rooms, and add some plant life to it, to create some interest.

Another couple of problems:  I can't match the concept art angle so I will have to play around with FOV I guess, and also the line/words etc are lost when the entire building in rendered but I don't think I can do much about that.

Wednesday, September 18, 2013

Wonderview Hotel: Gray Shuko WIP

I found this concept floating around Polycount and really loved the style and colours, so thought I would give it a go. It's the Wonderview Hotel by Gray Shuko


 So I did a really quick blackout and decided not to do any bevels or anything. i wanted to see if I could do it super low poly and bring all the detail in with the textures, keeping it like the concept as much as poss.
 So it's just under 1400 at the moment for the entire building, but as I want to do it for an illustration only, I may be able to delete the whole back faces later. Depends on what I will do I guess....

So I blocked in the colours and then started to do the outlines which was where I had some trouble. I mean, it's not meant to be bordelines style, just this cool sketchy outline the concept has, but because I didnt have bevels, it's hard getting the line to look right, espessially if the UVs are separated along certain edges.

 So I did a couple of tests and rendered in Marmoset, the first thing I ever put in Marmoset which I can't wait to use more of. It makes everything look awesome.
So I have no lines:blocky lines, chalk erased ines and sketchy hand drawn lines. So the 3rd pic looks closest to the concept at the moment, but the harsh lines don't really work well.

I'm thinking another way would be to try out like a cel shader or something which renders the lines darker on the outsides, or in relation to the camera. So I might look into that. But for now, I'll just stick to the colours.