Tuesday 1 February 2011

Pillar Textures Test 0.1...







So Phil suggested i model a basic pillar in Maya and apply some of my biro etchings to it as a test to see what the texures would look like. This set of textures are based on a closed crosshatch, medium cross and open crosshatch; i have tried various different bumps. The first pillar is the result of adding a Tiff file as a texture which gave a really cool metal mesh style. The second texture has no bump map. The third has an inverted bump of -5 which gives a pretty cool wire-like effect. The final three pillars have various bumps on from 0.4 to 1 to 5.

1 comment:

  1. Good to see this too - in terms of generating 'concept art' for your city, I want you to consider some alternate methodologies for dreaming up this gothic architectural fantasia. I want you to scan drawings/components/details from existing Gothic buildings - (especially the kind that have that biro/Piranesi feel) and 'collage' them up into fantastic follies and extraordinary structures. Don't think too much, just work instinctively in a copy-paste way; obviously, in Photoshop, you can manipulate things into the right perspective etc. and clone - I just want you to relax at this stage and get very creative in terms of generating this extraordinary city-scape... Trust me on this; go a bit 'cut and stick' until you start to generate some interesting stuff; then, when you've got some good stuff going on, you can then - simply by working over/into the architectural fusions - start to refine out some useable structures in readiness for modelling. What I don't want is you simply plucking stuff out of your head; Gothic is defined by its fine detail and decorative elements - and by a sense too, of architectural virtuosity.

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