visual development church


#1

This project is just me doing what I can to help my church family. So far I’ve only done basic shapes with a draft drawing of the floorplan and so the walls are not exact in measurement. I’m just gonna keep on flooding the building with assets and refine the building slowly.

pipeline:
-basic shapes
-1st pass detailing
-2nd pass detailing
-Every asset modelled will be unwrapped before importing into the scene
-plants out the front (maybe have dynamics)
-Texture and lighting

If I’ve got time I’d like to do a live walkthrough of the building.

//youtu.be/JIeX37jc3LE


#2

I’m using one of my old female characters as a height reference. She is 175cm high. I’m working in cm but I have the grid specially set up so that 10 cm = grey and 1 meter = white


#3

For this project I’ll be doing the best I can to optimize poly budget so I don’t plan on working with much subD. To make edges look soft I’ll be using the soft and hard edges to my advantage. Beveling and fencing specific edges.


#4

One of the common assets from my home church but its a bit high in poly count due to organic shapes. I think I’ll have to smooth mesh and then optimize poly budget later down the pipeline. For now It’ll just be a placeholder. (Didn’t really copy everything. I just used as reference)

Reference:


#5

Modeled a couple of components for the food tables rig from church. I’ll later attach these pieces and probably unwrap. I’ll also need to make sure the legs can fold in and out. Not all these pieces are subD. Some are low poly with smooth shading on the edges.

Using tris again to optimize poly count. Beveling and smoothing edges etc…


#6

Having connected all the components of the legs I finished modelling and unwrapping the food table.


#7

Reference images all set up for the church piano. I’ll be applying a similar workflow to last time modelling all the components separately and then fitting all the shapes together.

This ones gonna be a bit more complex but I think I can do it within a good amount of time.