| Castle first try | |
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chelseaSuarez
Posts : 65 Join date : 2011-05-31
| Subject: Castle first try Mon Jun 13, 2011 1:54 pm | |
| Hey, I finished modeling the first pass of the castle today. There are some issues with some of the towers not being as smooth as they should be, which hopefully someone more maya-proficient can help me with. I also didn't put the door in the front of the wall around the castle, cause I can't reaaaaaaaaaaaally remember how to do that :I And I think I might do some kind of little fancy entrance type thing built out of the wall for that. Let me know what you guys think. | |
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chelseaSuarez
Posts : 65 Join date : 2011-05-31
| Subject: Re: Castle first try Mon Jun 13, 2011 5:16 pm | |
| Just kidding I made a better one. John gave me some tips earlier, and I messed around with it a bit. Any kind of critique/help would be great, and I also posted the maya file to dropbox if anyone wants to fiddle around with it. The gate kinda looks like a pool floatie to me :I Still gotta do some kind of something for the entrance, but I'm still having issues with artifacts around the uh...square bits? I dunno what to call those. | |
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Deammer Admin
Posts : 18 Join date : 2011-06-13
| Subject: Re: Castle first try Wed Jun 15, 2011 12:11 pm | |
| Looks great! I don't think the artifacts on the walls/bulwarks are an issue, they actually give more personality to the castle. As for the door, you can cheat a little: model the door by itself, and then move it to the wall. That way you don't need to cut a hole in the wall and deal with all the vertices that will for sure leave artifacts, and not the good kind this time. Just some ideas | |
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chelseaSuarez
Posts : 65 Join date : 2011-05-31
| Subject: Re: Castle first try Wed Jun 15, 2011 12:34 pm | |
| That's what I kinda figured I'd do with the door, haha. I know Cameron already has a drawbridge modeled so I can possibly add that to what I have now.
And John emailed me and said that he fixed some of the artifacts around the bricks, but I can't open the file he sent :/ I'll post up an updated screencap when I get it. | |
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chelseaSuarez
Posts : 65 Join date : 2011-05-31
| Subject: Re: Castle first try Fri Jun 17, 2011 4:49 pm | |
| Ok, so I tried changing up the castle a little bit so that it doesn't look as much like a Fischer Price playset: I can't really figure out if I like this or not, but I think the castle does need to have a little more character than my previous models. Also, the version of this before I altered it (like the previous picture) is up on dropbox, in case anyone wants to fiddle around with it a bit and see what they can do. It's in the environment folder, called "castle attempt 2" | |
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jonSelf
Posts : 20 Join date : 2011-06-15
| Subject: Re: Castle first try Wed Jun 29, 2011 1:59 am | |
| I tried a straight and narrow approach (despite that I told Chelsea to go for cartoony) need to fill in the back but this is kinda where i'm at. taking suggestions. | |
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LongNguyen
Posts : 18 Join date : 2011-06-01
| Subject: Re: Castle first try Wed Jun 29, 2011 11:36 pm | |
| How about 4 pillars total, add two in back. There'd be only one shot we would see the castle from back, that be the extreme long shot when we see the knight and horse go up the mountain and there is a castle in the distance (there as a point of reference when knight back tracks) In our opening sequence, let's keep our camera move towards the front, don't show the back side- save modeling buildings for the back. Heck, there could be a open field in the back. | |
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Vincent Lo
Posts : 26 Join date : 2011-06-06
| Subject: Re: Castle first try Thu Jun 30, 2011 12:10 am | |
| I like how you incorporated the windows into the tower. Very nice. | |
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