Something industrial
Something industrial
Hey guys,
Here's a wip I've been working on for some time now. The idea came to me when modeling the heavy-industry background for my red pin-up. I'm not quite sure where it's going. Maybe some kind of futuristic and decayed landscape. Any suggestion welcome.
I've been modeling from references found at CGTextures. This is a 1.0.4 render. The wip is actually a little more advanced now, and some of the elements, like the concrete wall, have changed so I'll post more pics later tonight.
Here's a wip I've been working on for some time now. The idea came to me when modeling the heavy-industry background for my red pin-up. I'm not quite sure where it's going. Maybe some kind of futuristic and decayed landscape. Any suggestion welcome.
I've been modeling from references found at CGTextures. This is a 1.0.4 render. The wip is actually a little more advanced now, and some of the elements, like the concrete wall, have changed so I'll post more pics later tonight.
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- im1205090731.jpg (127.73 KiB) Viewed 13740 times
- aleksandera
- Posts: 380
- Joined: Fri Sep 15, 2006 10:49 pm
- Location: Slovenia
- aleksandera
- Posts: 380
- Joined: Fri Sep 15, 2006 10:49 pm
- Location: Slovenia
aleksandera
Cheers Alex. You're right about the grey "ramp". It's textured now, but I'm thinking of changing it. Or at least working on the map.
I think I'm going to work on the general architecture of the scene now - trying to decide where I want to go with it - before I return to the small details. But dead vegetation is definitely something I'm considering. I'm sure it would fit well. The catch there is to try to keep the poly count relatively low...
Cheers Alex. You're right about the grey "ramp". It's textured now, but I'm thinking of changing it. Or at least working on the map.
I think I'm going to work on the general architecture of the scene now - trying to decide where I want to go with it - before I return to the small details. But dead vegetation is definitely something I'm considering. I'm sure it would fit well. The catch there is to try to keep the poly count relatively low...
- aleksandera
- Posts: 380
- Joined: Fri Sep 15, 2006 10:49 pm
- Location: Slovenia
- aleksandera
- Posts: 380
- Joined: Fri Sep 15, 2006 10:49 pm
- Location: Slovenia
zsouthboy: Thanks man, much appreciated. I'm planning to dirty things up further when I'm done with setting up the scene.
aleksandera: Yes, you're reading my mind. Here's some displaced water. I'm still pondering what to do with the concrete walls. I could dirty them up, or I could "dress" them with props (ramps, metal plates...).
I think I'll stick to this POV from now on.
Still a lot to do of course...
aleksandera: Yes, you're reading my mind. Here's some displaced water. I'm still pondering what to do with the concrete walls. I could dirty them up, or I could "dress" them with props (ramps, metal plates...).
I think I'll stick to this POV from now on.
Still a lot to do of course...
- Attachments
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- WithWater.jpg (204 KiB) Viewed 13481 times
great so far
-perhaps some randomly orientated crates and old junk etc on top of concrete area - also I think the cylinders are just a little shiny given their rusted state showing at the top and should show some unevenness by welds along plate edges (usually this stuff is made from rolled sheets 6m x2.4m)

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