Modelling - Deadline May 23rd


#26

Just dropped by to remind you that the modeling deadline is today. In order to meet this, we need the models to be approved before midnight tonight. Please submit a little earlier than this time so that others can crit it before we take the final scene.

We’re on schedule! :love: You’re making your production manager proud…


#27

Just a thought but shouldnt the connection tunnel betwean the two rooms be thinner. (not the diameter but the lenth)So the two rooms are physically closer together?


#28

ok its still quite rough withOut lights but here it is I post file quite soon!


#29

heheh quite nice piece of work! Its still low poly so you or we or I can scale it how you want… we can use surface approx or prerender melscripot tp smooth it I didnt see point to put lots of polygons in that at this moment!!


#30

You’ll definately need to scale down the wall thickness as woodyradica suggested otherwise we won’t be able to see the orange on the other side. Something like below should do. Sorry, my perspective is off … :smiley:

The room sizes look much better now. Maybe add a little extra height to the walls above the hole so we don’t run into problems seeing the top of the wall in low angle shots. :thumbsup:


#31

ok I´ll do it straight away


#32

and here is new hole!


#33

50% of that thickness and I think you’ve got it. :smiley:


#34

and here is the file just made it for deadline (actually same minute ;))

file


#35

damn there goes deadline

hehhe ok I´ll update my file


#36

ok my computer clock is not in time I still made it in time!


#37

I don’t know what timezone Theresa set for the deadlines, but according to my watch you have another 9 hours (USA PST). :smiley:


#38

heheh now I am feeling quite stupid!


#39

Haha, nice job CornFielD :thumbsup:

Kirt - Maybe you could start a thread for completed work?

Thanks.


#40

Wow looking great you guys, sorry I lagged, my computer access this entire weekend was shut down as my home work station went under some massive work.

But it is back up and running, if I am needed for anything please let me know.

The hole in the wall looks great, I cant wait to see the thread of finished work!


#41

If there’s more feedback possible, I would put another loop on both sides of the bevel, because now you have this smooth on the entire wall, I’d just limit it to the bevel and then be done with it… Also I would make the bevel a bit sharper…


#42

Do you mean bevel around hole or bevel in the room corners. and yea I can make still changes to it. I think that we should change these things as long as we and kirt are completly satisfied and it looks good!


#43

I also think that this is very very heavy for two boxes and a cilinder… can I optimise it a little?


#44

sure if you want!

our polycount dont rise too high I quess because as you said there is only couple of boxes. but optimising is allways a good thing


#45

Is this not good enough? Total polycount is now 3000 tris, I kept it lowpoly, because there’s no need for smoothing. This will improve handling and rendering, don’t forget we still have to add complex lighting and we don’t have a renderfar to render this he…