Friday, 31 December 2010

Here is the mirror with the raytrace material on it, to give the glass reflective look. I was going to keep this as a test, but now as it works I will keep it as the final thing. It works well, as when one of the voices appear in the mirror it will have good clarity, so will be very legible to the viewers, which is an important thing.




Here are some more images of the room i have been building. I have added a light fitting with a skylight attacthed, to give a more eerie vibe, and colouring it green, really shows the style lighting wise that i want. The texturing process is now basically done for this room, and I am pretty pleased with the result, as it keeps in with the aesthetic that I wanted.

Thursday, 30 December 2010

This is the next stage of the room, I have added 2 omni lights and two skylights, and changed the colour that shines to a dark green and blue, to give the scene the eerie vibe that i am trying to achieve. I feel there is still more work to do to it, but it is definitely going in the right direction.

room

Here is an example of my room so far, I have textured it pretty much how I want it, but thought id display it for any feedback etc. I will be refining it as I go, but this is what I have as it stands. The lighting still needs to be dun, whcih I will do at some point.

Tuesday, 28 December 2010

This is my about a half way through of my alleyway flashback scene. So far I have a lot more texturing to do, but am pretty happy with the lighting, although it may need to be a little brighter with more contrast as I go through it. I have chosen these specific textures, because I wanted to give the alley a run down, inner city look, which i reckon I am achieving using this method.

Sunday, 26 December 2010




Here is my second environment completed, which is the initial generic, creepy corridor/empty space, that james finds himself in as his flashbacks start. I have included different versions of it as they have been edited and completed. i have tried to keep the modelling as simple as I can, to let the texturing process do the work. As it wasnt meant to be any where in particular, just a figure of the characters brain, I pretty much had free reign on what i could do, and I feel as a product, it has turned out pretty well. I believe the textures used with the various masks and blending modes have helped massively to the outcome of the environment, which has turned out to be a relatively professional attempt I think.

Saturday, 25 December 2010



These are the finished textures for my corridor in the shots 2 and 3. I am very pleased with the outcome, especially with the layering of textures, and blending to give the illusion of dirt and wear on the surfaces. Although it came out well in my opinion I had to vigorously experiment with different variations before I came to the right outcome, but overall am glad with the result.