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)
Hi, I'm ArtificialArtist. Welcome to my Epcot 3D Blog.
The purpose of this blog is to document my work related to Epcot models and animations.
I'm not involved with Disney, but i do feel closely related to Walt's initial conception of E.P.C.O.T.
and the Epcot that was built. So, whether it's 3D models of original attractions or new attraction concepts (non-official of course, just my take on it.), you can find it in this aforementioned blog. ;)
Who am I?
Who am I???
Ok, in short, i feel home in several fields of audiovisual arts, mostly digital.
I produce and write music for Doublespin, my "alter ego".
I'm also very familiar with most digital drawing packages (Photoshop etc.)
Over time i began to take an interest in 3D modelling and design which, today,
makes up a large part of my daily work.
I also founded Bytes in Distress, my one-man-army animation studio.
I also write stories, lyrics (for Doublespin tunes) and, well..
bottom line: it all pretty much reflects my chaotic nature,
i just can't only do one thing for very long, bores my head. :-/
I do hope to fill this blog with some pretty amazing 3D models over the years
and i invite you to partake in the journey ahead! :D
So, let's get started!
First up will be Spaceship Earth. While this may not be the first model of SSE, it certainly will be the most detailed. The purpose of the model will be explained later, but i do have an idea in mind and i need the proper model for it.
After that i will get back onto my Horizons V2 concept project. I have been working on the conceptualisation on and off since 2010 and been thinking about it ever since the original Horizons was torn down. I cried btw., Disney actually made me cry.. Why Mickey?? Oh WHY?!?
And also during all this i will try to at least get the exterior modelling done of the Future World section. (World Showcase will come much much much much much much later)