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And we're onto texturing!

General / 17 December 2017

Phew...this has been a fun ride getting through the blocking out stage of the modeling process. Finally though we've come to the first stage of completion.

Smaller filler detail elements and actually blocked in geo will be added as I get to each piece, but for now the next steps are breaking down the house as it's the hero prop and getting those bad boy's into substance. Super stoked to get to the beginning storytelling part of this piece; the textures and what went on in this scene.

~~ Enjoy!

-Chill


The Great Escape: Weekend Update 01

General / 17 December 2017

Pushing strong to finish out house detail blockouts. So far so good! Alot of the usual apocalypse props like oil cans and sardines etc will be added once the frame work texturing and first pass of lighting has been added; otherwise i'd never leave maya =)

The great escape: development scene update!

General / 15 December 2017

Finally finished the move from la and the workstation powerhouse is up and running! Most of these updates are the same greymesh from before with minor framing and composition adjustments. Along with those adjustments you will find organization and layer/ease of life changes for the breakdown later. 

Next Steps:

Take modular elements and isolate them into their own layers and begin unwrapping and modular wood texture creation.

Enjoy!



Who says the apocalypse can't be comfortable?

General / 06 December 2017

Final Maya update hopefully for a little while! Next steps after this are to export all of this back into unreal and do some preliminary lighting tests as a bit of a break for awhile. Afterwards, generating some modular materials in substance designer, and beginning the texturing of the base modular props. Stay tuned, in the meantime I hope you enjoy!


Some cloth, tv, and a little r & r!

General / 04 December 2017

Update Time! Some upper floor block-ins and minor detailing, added in some cloth blockouts from marvelous, and general window, walls, and house goodies! =)

Slowly we plod forward! Exciting progress notes and incoming changes!

General / 01 December 2017

Finally blocked in most of everything. Last additions that will be needed;

old college drop out style messy lounge near the fenced in second level, unreal base mesh block out sculpt for the actual terrain (will be used for blending water and sand shaders), fully detail workshop and little abandoned doggy house ( Sad panda), detail suitcases and general modular props to spread by hand or through a script, and fully model out the house with proper trims, and test use of ivy gen for modular proping near fences and seam areas to break up design. Cheers guys, feedback welcomed as always! 


The Great Escape: Minor cable detail pass and Base color lay-in

General / 21 November 2017

Beep beep, throwing down some base colors to give it more depth while im working away. Finishing up some cables then actually going in and replacing grey mesh stufffs! Hope you dig it!

The Great Escape: Lighting Preliminary Test 001

General / 20 November 2017

Basic preliminary tests; this has been such a joy to tinker around with as a weekend project. Really excited to get the storytelling elements and actual detail in here. Should be a solid end to the year! 



Jeep Blockout in the scene!

General / 20 November 2017

Beep beep the jeep is blocked out and in the scene! General additions I need to add are cables coming from the hood of the car to the powerlines, the inside back interior, general apocalypse vehicle mounts and then I can start actually going in and detailing things like an actual house, stairs and bannisters, and general stuff. It's been a challenging project to re-work for sure, but man has it been worth it to push my knowledge of things I haven't modeled before. Here's to hoping the cinematic style lighting and skybox work in tandem with the rest of what's going on. Cheers!


Blog Posts are here and The Great Escape!

General / 18 November 2017

Hey guys, welcome to my blog! The purpose of how my blog will work will be to provide easier step by step processes of my creative process. Taking objects from base cubes > grey mesh > detailed sculpts that are baked down and textured> imported into unreal and lit with the proper lightmaps, etc. This will generally be my creative process moving forward, along with one process gif per project file. Cheers guys and hope you enjoy!