Wednesday 18 March 2009

Interior

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...

Pretty much all of the textures in this image, barring the chairs, are .tgas made in photoshop and then applyed to the various faces using layered shaders. It was a much easier method than what I was trying to do before which was applying textures to a materials colour channel and then trying to tweak its settings to get things to look just right. I found that by using layered shaders, you could have the basic texture on the base with whichever material over the top, maybe two(like on the table) to give it some pop...

Out of all the shaders I made, I think Im most pleased with the desktop. I found that the shine on it really works, and the wood look underneath is pretty convincing. It was made using a layered shader, I do wish Id tried applying a bump map to the wood material with teh transparent phonge

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