Tuesday, September 29, 2015

Project Update

Big update coming soon!

I am currently involved in a few projects and jobs, and the family isn't well, too.
Because of this, i had not been able to devote as much time on this project as i would like to,
however, i still made significant progress on the model. 

I'm preparing some new footage for the next WipReel, which i'm going to upload soon, looks awesome so far! 

And in October the model will greatly profit from a system migration to a new workstation,
which in turn will enable me to begin with the shading and vegetation/eco system.

Also in October i will reveal some first renderings of the full-detail monorail model i built,
and a virtual walk-through. Though i'm still working on some final details. I still need to do the mapping and shading, though, with all the detail it already looks pretty awesome.


I will also try to get into the habit of documenting my work a little more, 
i just usually rather make use of the time to progress on the model itself.
Let me know if there's any topics you'd like to read more about.



#Epcot 
#Epcot3D

Thursday, September 24, 2015

Epcot 3D model progress - update

I've made significant progress on my Epcot model since the last page update. Most of Future World West & East is locked into position and more and more details are added with every session. It's great to see how the model takes shape.



Spaceship Earth Entrance
Top-Down View
Aerial Perspective



Friday, November 14, 2014

Live-Stream #001




Here's the recording of my previous live stream session.
Enjoy!


Next live session will happen during this weekend,
then i will work on some more details on Innoventions Plaza (CommuniCore)
and do some prep work for the Load Area inside the Spaceship Earth building.



Sunday, October 26, 2014

Trash, Trash Everywhere!

One of the cool things i like about detail-work is, after hours and sometimes days, when you start to become really frustrated, eventually you look at the model and think to yourself "hm, ok, wasn't for nothing" or "whoohoo i'm done!"

And at this point it's most important to keep myself drawn into the project. So, some high detail props
are just what the model needs to give an impression of detail and scale. It adds a lot to the overall look of the current model, but let's start at the beginning:


The trashcans in Epcot look just like they do in other parks, i thought.
But after a little research trip through the depths of the internet,
i live in a land far, far, far away from Orlando, i quickly learned it's not the case.
I did already build a theme park trashcan, but it wouldn't do as it looks slightly different (out of 10 people, maybe 2 would notice they don't look the same. Still...).
So i used the base model, had to remove most detail (like the ridges, covering-plate, etc.)
and remodel it almost from scratch. You will likely think "why? it's not an important detail. Who cares.." But if you look at the renderings, you will notice he level-of-detail makes a huge difference.



Below are a few renderings from the old model







SO, why create such a high detail model of a trashcan?
The answer is simple, bins like these are scattered all over the park and yet you notice only a few of them. They vary in shape or colour, depending on where they are located throughout the park.
The more detail these 'props' have, the more they contribute to the overall appearance of the park model. Say i would only build very basic shapes for the benches, bins, lights etc.
They give an impression of detail and thus go hand in hand with the more prominent features of the park and attraction models. And if they lack detail, so will the rest.
(However, of course we'll need to keep in mind the overall poly budget)





Final model



animation of functionality



Friday, October 17, 2014

Spaceship Earth 3D model - October updates

New wipReel out now!




I've compiled a progress video of the latest updates to the model.

Enjoy!

Wednesday, October 1, 2014

Spaceship Earth logo

As the construction of the model advances, 
i need to begin work on some of the finer details
like trash cans, window frames, signs, etc.  






In this post i'll show you how the SSE logo was reconstructed from scratch.
The technique i came up with looks a bit exotic at first, but it works like a charm.
This 'segmentation' trick is used in drawing letters on paper, 
so, why shouldn't it work for drawing 3D typo, too?




1. First i made some reference linework so it mimics the original shape











2. After adding splines in the rough shape of the letters 
it's time to adjust their appearance and to soften the corners









3. Afterwards the small logo gets some more attention
until i'm happy with the results.





The logo and lettering are done, there's some more work needed on the background plate,
but that will happen at a later point in the building process.
For now, i can continue with adding other details around the building.







And here's a short slideshow of the progress seen above