Thursday 16 February 2012

there is an illusion of a curved line along the walls axis which is deceptive to the player. it requires some adjustments to correspond to the curving banister. the picture below represents the angular dysfunction that has caused me multiple issues.

Monday 13 February 2012

Further..

Taking a quick break from modelling the ground floor, I focused
on Unwrapping and Normal Mapping my Doorway. I have baked
it from a higher poly model to further enhance its curvaceous nature.
(still to be lightmapped)

Sidewards view of the waiting room, which is the initial
starting point for my environment. Noticeable features include
the 'Mushroom' shaped chimney section.

Plan view of the waiting room



Quick experimentation with the staircase. The shape and form is
finally proportionate after hours of tweaking. Yet I feel the layout
needs some tweaking as a lot of  artistic impact is lost due to
its awkward placement. I need to take a few steps back and
concept some alternatives.
































What I've found when attempting to whitebox my lower floor, was due to the organic, flowing geometry of the rooms, I would have to put considerable detail into the mesh to develop an insight into how lighting works, whether the proportions are correct, If my models would snap to the grid appropriately. To avoid needless running around in circles, I just dived in following my layout plans and measurements to create my Final Model. So far it is proving highly time efficient and errors have been minimal.

Thursday 2 February 2012

Concept

After some quick and simple white boxing, in this case the corridor section. I made a start on some paint overs to gain further understanding of my overall composition and lighting methods.