The Lonely Mountain

The Lonely Mountain
Showing posts with label JohnH. Show all posts
Showing posts with label JohnH. Show all posts

Monday, 31 March 2014

Dragon Updated..

wee bit more wing movement.. and reduced neck sticky-out-ness ... just noticed the wings intersect! arrg!


as mentioned on FB .. "first attempt.. sort of Dragon cum lizard fish.... errr.. was trying to keep some sense of weight and size.. hence quite slow... thoughts welcome!"


Sunday, 23 February 2014

Wake of the Dragon

Another fire test - all animated textures at the moment - timing is to get right, as well as shape and disguising the paper split.  Will make a huge difference when we have real fire to cimp in!

Wednesday, 19 February 2014

Map scene


I know we have changed the idea of how a mountain will be modeled. However any thoughts on the setup?

Tuesday, 18 February 2014

Paper Mountain

Discussing the distant mountain shapes with Kirti and John H. Is this this the kind of thing everyone else was thinking for the mountains? Feedback please.



Sunday, 16 February 2014

Dwarf Town...

Couple more test renders of the town area.. more team on board now, so should get bigger, quicker :)



Wednesday, 12 February 2014

Burning..

Thinking of the burning town, here is a cinder test, looking at the effect of heat on paper.  No smoke or fire yet, just animated texture, ramp masks and noise.  Some bump mapping to at crinkle to the paper over time. Animated smoke volume and mesh distortion modifiers do look cool, but still to be worked on.


Tuesday, 4 February 2014

Some more paper town testing..

Paper tests, this time procedural textures and luminance maps for fake illumination and windows. Geometry is very simple - its a step forward, but building style still needs nailing I think!



Tuesday, 28 January 2014

Sunday, 26 January 2014

Paper and lighting test..

A few renders created using Maya translucency and transparency maps, with the burning town in mind.  Area lights were used, to make for soft shadows.  Its all Mental Ray - Ray Traced.  Really just starting the ball rolling, need to play with more 'paper' and lights.  Will look at animating shadows too (silhouettes).  In the top render the paper was triple thickness (best seen around the windows).

thickness closeup

no external light

external area light

projected fire

box test

object blocks light

cutout areas using transparency masks

John Harrison