Last Blogs Added...
16 years ago
On the interior, things got slightly more complicated. There being a 20,000 poly count, I thought I could really go to town and make some nice models and things, but I ended up carrying over my thought process from the inital exterior model and everything hovered around 3000. For the first time, I used the reference editor, which saved me unprecidented amounts of time, and when it came to using the render farm, simplified the process even more than usual. Below are a few stills from the model, I was going to post inividual images of all the objects, but that seems slightly redundant as they are already pulled into one place below...




The texturing on the exterior was nothing fancy, I exported a UV snapshot, painted it in photoshop(twice...a litlte computer mishap) and then just reapplied it. It fit together perfectly nad I was pretty pleased with the textures Id made. Most of them(the concrete, tar, and stucco) were just basic colours with certain amounts of added noise, sharpness and blur. The best one I think, which unforutnaltly is hardly visible, is the edging around the windows. I went with a kind of brushed aluminum, which was a noise filter on a light grey with a motion blur filter on that. Overall, I am pretty happy with the way the exterior turned out, and the occlusion pass I did for the final renders I think made everything really pop...


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-This is the first sketch I did, just in the corner of my notebook, and I really liked the look and feel of it, even while it was tiny...-
-This is a larger, cleaner version of the same little building, I think its pretty nice, and Ive enjoyed putting in the detail. Practically, I think that its something I could easily model, and then work on the interior of the office on the right side of the building...-
-The other kind of look I was thinking about was typical of the period Rt 66 is associated with, large, angular, not paticularly practical. Again, being very angular, I think this one might even be simpler to model, but the texturing would take a litlte time to get just right...-
-Heres an overhead of the more angular building, an unmodelled cafe would be on the right side, with the office in the center of the point, and the actual garage sat behind it.-
-The concept for the overhead lamps-

-This is a the Utah Desert, out in the Mojave, and I really like the colours of the sandstone, and the green of the little shrubs dotting the area... When I was driving around the Southwest, we passed through alot of areas like this, large flat open valleys, and I think they would be a good setting for the car shop...



-Ive really like the RT 66 area since I visited a few years ago, and think that it would be a good enviroment for a building, big, open, dry, the building istself could show alot of textural wear and tear, which would look nice