after creating my rubble pile, i imported it into my already structured street to find that my scaling in my two different files was completely off therefore i have had to scale down the rubble pile to make the bricks fit and not look giant however is also led to copying my all ready high poly rubble many times to actually fill the space i had laid out for it, i also used the boolean on my buildings today which arose issues i hadn't thought of and so at the moment i feel i might have to recreate my houses again and texture them before i bolean them. not too sure therefore its back to the drawing bored and research.
Friday, 25 November 2011
Rubble improvement.
i've spent the last two sessions really improving and re-designing my rubble pile for the end of my street,
i decided to start with basic block, make that into a building brick shape i chose the standard 2 holes in it. i then textured the bricks using my own brick texture created in photoshop. i then create a cylinder and tube for pipes in the rubble and added rust textures to them, however after placing these objects into a mini pile i decided that houses are made of more than 1 type of brick so i create another block and textured it to look like a red housing brick.
main components of my houses.
the next thing i did was take the components i had assembled and then simply copied then and placed them into a rock slide formation as if a huge amount of building had been destoried and the rubble had slipped into my street. this worked very well however the polygon count cranked up rapidly. however i feel that with this design and version of the rubble pile i get to use textures created by me instead of using a picture as a back drop. after countless rotations and movements i finally got a wall of rubble the way i thought looked best.
i decided to start with basic block, make that into a building brick shape i chose the standard 2 holes in it. i then textured the bricks using my own brick texture created in photoshop. i then create a cylinder and tube for pipes in the rubble and added rust textures to them, however after placing these objects into a mini pile i decided that houses are made of more than 1 type of brick so i create another block and textured it to look like a red housing brick.
main components of my houses.
the next thing i did was take the components i had assembled and then simply copied then and placed them into a rock slide formation as if a huge amount of building had been destoried and the rubble had slipped into my street. this worked very well however the polygon count cranked up rapidly. however i feel that with this design and version of the rubble pile i get to use textures created by me instead of using a picture as a back drop. after countless rotations and movements i finally got a wall of rubble the way i thought looked best.
Friday, 4 November 2011
Street creation part 1
Starting building my street after many introductions into max was still a daunting task, I decided to start with creating the road surface this was made by using a standard plane. I created the planed with 3 length segments to allow creation of the pavement and the road in one object. This was very simple I made the plane an editable poly. Selected poly select mode and then extruded the main road surface down till I liked the size of the curb. Then delete the faces at the end to make it a continued surface not a sand pit like shape.
I then made a second plane using this plane I would create a rubble pile which will later block one end of my street off, and of caused destruction on buildings in my street. I made the new planes an editable poly and selected the modifier displace. Scrolling down the menu to find map I then added a Gradient map onto the plane adjust the strength slider to lower the plane. Then in the material editor I adjusted the noise settings on the planes to giving it a rocky form. I then rotated the plane into a place and angel I thought looked the nicest at the end of my street and placed it to create the base of my rubble pile.
Creating the base models for my houses was very simple. I simply created a box with 10 height segments and 10 length segments to allow easier poly editing when making the box into a house. After I made one of the boxes and had it placed on my pavement the way I wanted I copied it and moved it to the other side of the road. Then create an instance of one on either side and filled the rest of my street therefore allowing faster creation of houses in the future modelling of my street. However they will be broken in different ways and therefore wont all be identical.
I then made a second plane using this plane I would create a rubble pile which will later block one end of my street off, and of caused destruction on buildings in my street. I made the new planes an editable poly and selected the modifier displace. Scrolling down the menu to find map I then added a Gradient map onto the plane adjust the strength slider to lower the plane. Then in the material editor I adjusted the noise settings on the planes to giving it a rocky form. I then rotated the plane into a place and angel I thought looked the nicest at the end of my street and placed it to create the base of my rubble pile.
Creating the base models for my houses was very simple. I simply created a box with 10 height segments and 10 length segments to allow easier poly editing when making the box into a house. After I made one of the boxes and had it placed on my pavement the way I wanted I copied it and moved it to the other side of the road. Then create an instance of one on either side and filled the rest of my street therefore allowing faster creation of houses in the future modelling of my street. However they will be broken in different ways and therefore wont all be identical.
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