Friday, 2 March 2012

various stages of environment being fixed

Final two rubble piles, the second is slightly hard to see, As its at the back of the large loading bay door, so this may be moved at a later date.
Rubble pile next to broken pillar.
First rubble pile at the end of the corridor.
The last thing I wanted to apply to my set in the way of props (Unless I think of any more) is the rubble piles I made some time back. I went into the old file and textured the rubble,bricks and pipes with images found on the internet. Then I went into the UV editor which is the box that can be seen in the above image, which allows you to alter the way the picture is textured onto the model so that it tiles smoothly. I did this process for all the objects in the rubble pile and then imported the finished product into the main set.
Unfortunately the first lot of shelves I filled had to be undone, as the section I had worked on previously with the calanders went slightly wrong. I had applied the second calander texture without trouble, but what I later discoverd after I has just finished filling the shelves is that I had missed out a stage in texturing the calander. Instead of selecting 'new material' in the drop down menu, and then choosing the calander picture file to apply, I had gone straight to the picture file by mistake. The calander was textured fine but so was all the door frames which shared the same material attribute. So I had very small calenders framing all of the skirting boards and door frames and unfortunately the only way to get rid of it was to undo all the work I had just done with the shelves (2 hours worth) and get it back to the point where I could apply the texture correctly. I had to do it this was because I couldn't reapply the original textures to the door frames or skirting boards as they are part of the main set which cant be alterd as the previous modeller had put a lock on the layers so they cant be alterd. The image above is the second shelves I made the following morning.
Once I had gotten the shelves modelled and posisioned to my liking I then went ahead and filled it with various office supplies, all of which can be seen scattered throughout the rest of the office room.
I applied a calander to the other side of the wall aswell, This one being the more professional of the two people who one shared this office space, I decided to make this calander more conservative. I got the calander textures of the internet and applied it through maya onto 2 blank 'planes' once I had gotten them to the desired size.
I thought the walls were quite bare and decided that what every office needs is a pin up girl calander. Again it adds a sense of ownership to the desk space by showing personalisation,Which in turn helps to make the set feel lived in.
Another prop which I thought was missing within the office was shelves, So I modelled some brackets and shelves to put next to one of the desks.
I duplicated the bin from the corridor and put one in the office to make it look more lived in.
Shot of the ash tray I had modelled.
Test render of the new door I had modelled for the set, the glass is quite reflective and transparent which is why you can see partially into the room. I did this because I liked the effect better then when the glass was more dense and less transparent. Once the final lighting is applied it will look quite good reflecting the low light of the corridor.

Shot of the corridor once it was fixed.
The inside of the ware house once the duplicate layer was deleted. I next had to delete the extra signs,beams and pillars etc.
Once I had done this for all sections of the building I went back into the corridor and took a test render. As you can see the brick walls are showing through fine now with no fragments of black showing. In this shot however you can still see some bacl inside the right room and immediately infront. This is because those are walla on the outside of the set and inside the room, but it proved that the duplicate layer was what was causing the trouble and I then went about deleting all duplicate layers within the set entirely.
Here I have deleted the duplicate layer and will then move the textured layer back into its original place.
In this image you can see that I have gone onto the outside of the set and clicked and dragged onto the main warehouse section and moved the textured part to one side. This is something which I did for each section of the building before going and deleting the duplicate layer.

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