Thursday, 29 November 2007

Debris

can be multiplied and scatered about floating on the sea. Adds depth to the scene

Friday, 16 November 2007

Almost complete


I almost have the entire thing completed, here is a quick render i did with the mapping done, just waiting on the rigging for it now

Texturing the ship


This is a quick test render to check on how it looks with some of the maps applied.

I'm trying to do as much as possible with the basic UVW map to save time at the moment.

Monday, 5 November 2007

Side project of the Avian variety


I made a point of wanting to make the seagul(s) in the class and managed to get it :) , i figure these will only make an appearance at the beginning of the animation, depending on how the very end of it plays out, since i can't see any birds sticking around during the fight.

After the ships are done I'll map it and bone the wings so it can be easily animated.

Friday, 2 November 2007

Saving finished and mapped models

When we are mapping models, we are going to end up with a load of files that our scene is dependant on, things like bitmaps and bumpmaps, which, if anyone uses max like i do, will be all over the place, or at least not all in one easily accesible place.

Unfortunatly when you move the .max file, then these files that it is dependant on will be in a different place, max can't find them.

The solution is to use the resource collector utility, which saves the max file, and all dependant files, in one place, which will make it alot easier for the animating team, when the mappers hand it all over.





I think that when the mappers finish a file, that they should use this, and make a folder for each individual max file, which will be easy enough for the animators to use, and will also mean that it keeps everything together all the way through to rendering.