WIP - Grand Maester Room

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  10 October 2017
WIP - Grand Maester Room

For one of my University modules this semester, I am creating a 'Grand Maester' type room. The Aim is to have it fully modelled and unwrapped this semester and then next semester I will be texturing and lighting it. The room will have a potion/apothecary area at the bottom but will also contain stairs which will lead to a library section. I will be trying to document my progress each week and would appreciate any feedback during the process.

Here is my block out for the room. I originally had a circular shape for the room, but decided to go with a Decagon just just be a little bit different. As the room slowly gets made I want to ensure the room is packed with a variety of unique and quirky items that the maetser has collected throughout his life.



Last edited by lewismarks : 4 Weeks Ago at 11:43 AM.
 
  10 October 2017
The concept and block modelling had been occurring for the last couple of weeks, So I have now started on the real thing. I decided to start by making the stairs and landing as they help to define the structure of the room and will help me when i need to model main cabinets.
I am a little unsure of the banister pillars at the moment, but I will continue on and consider changing when more of the assets have been made, and i begin to develop to the look and feel of the room.



 
  4 Weeks Ago
I was advised to go back to my block model and try a basic light rig to help further the development of the room and help me identify the areas which will be more visible than others, Also adding basic books and jars/bottles to really help gauge the feeling of the room. I brought in the stairs and banister that I had made into the block model.


 
  4 Weeks Ago
I also have been working on the ceiling structure as well. The main challenge for me with this bit was figuring out how all the wooden beams would be joined. In my block model version I was quite reckless and just had overlapping geometry, but this time I had to figure out the best and most realistic way that it would happen.




 
  3 Weeks Ago
This week I've been working on the main assets in the room. The main challenge I've faced was getting the cabinets to work with the shape of the room.
A lot of the blank spaces (like side panels on the table) will be filled with some ornamental detail, although I'm unsure whether to do the sculpt and use the high poly in my scene, or do the work as a texture to help keep my poly count down at the end.
My next main focus will be figuring out the detailing and working on the door and window.


 
  6 Days Ago
After some feedback from my lecturers, I have spent the last couple weeks re designing the room. I pushed the ground floor back, to make it larger than the upper level. Struggling to think of how to fill the extra space, I opted to have one corner where he would grow plants and the other where he would operate/see patients. However i still have some areas that i am struggling to fill, without feeling like i'm just filling space.
I also changed the style of the bookcase, making it curved, and inset one of the wall segments, to create an area where he could sit and read.

Some of the assets are still blocks/stand-ins, so now the design is basically there, its now a big push to get all the assets modelled.
Any feedback, greatly appreciated!



 
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