My next project on the way is a low poly game model of an old cathedral. The building will be constructed of brick stonework filled with beautiful ornate stained glass. Since everything is low poly and the realism will be reliant on the textures and lighting, it’s already progressing quite quickly. All the polygons have been cleaned up with every hidden faced removed for maximum graphics performance.
Life has been brought into the clock tower. Each gear of the clock movement mechanism has been animated to make the clock a working beauty. The animation went very smoothly since everything was set up neat and clean. The rendering took four days across two computers. Compositing took one full day. The clock tower can be viewed on either Youtube or HQ Download (68mb).
Now that the lighting is finished and the scene is tweaked just right, I can begin the final renders. This scene is a five pass render broken up between: diffuse, specular, ambient occlusion, city backdrop, and diffuse with no lights. Each layer is touched up in GIMP and Photoshop before it is composited to one image. My next move is to animate each gear in the scene to make it a fully working clock tower. Getting it to sync up just right involves some…
The Clock Tower texturing is now finished. I only had to create five materials and most of the objects where simple to unwrap. The materials I used were: a grungy semi-rusted bronze, semi-rusted metal, cement, black rod iron, and glass. I’m going to start lighting the scene and prepping the render layers for compositing and post processing.
I have always been fascinated about clocks and the mechanics within them. I own many mechanical watches and have taken apart a few to inspect the tiny gears all working in unison. I have wanted to build my own clock for some time now but I do not have a 3D printer to make it. I thought why not build it in Autodesk Maya and then animate it? This project is about the interior of an ornate old victorian clock tower.
All of the modeling is finished. Just about all of the textures are done as well except for a few miscellaneous objects. I have a few displacement textures I want to update. Here is a render of the modeling so far.
This is probably one of my biggest projects yet. It’s looking good so far, but I still have so much more left to do. Here’s an update on what the modeling looks like so far. Textures will be saved for when they are all done.
Five minutes to midnight is my next large project that I’m working on. It’s about a futuristic steam punk mechanical city that’s so advanced that many of their aspects of living have resorted back to the stone age.