13 January 2015

Started the chapel model

The mock ups I made didn't really give me much of a clear direction as I've been struggling to work out a way of having a functional roof over one room but more worn ruins elsewhere. The image in my previous post is actually ideal in terms of layout so I've started working on the model for the chapel.

I've had a pretty good day today so far, I've been able to hold my concentration much better without making too many mistakes and I'm not as tired as usual. I just need to make sure I pace myself and don't do too much to push myself over the edge.
 Main building. I'm going to remove the roof supports and instead have them attached to the roof as this makes more sense, also they seem much too big
Since taking this screenshot of the roof I've resized the larger supports to give them more weight. I will probably use booleans to make the roof look weathered and ruined. The room at the back will keep most of its roof while the front will lose around half. I'm currently wondering whether to use planes on the roof to give a layered tile effect or to just bump map it, its unlikely to be looked at in any close detail so it may be best to bump map it.

12 January 2015

Update

Scaling down the Warlock town project into a eerie chapel ruins and crypt in a wood. I had an energy crash yesterday so only managed to get together a mood board for the chapel.

Currently trying to work out how this could work as with most ruins the first thing to go is the roof yet part of the ruins is going to need at least somewhat of a roof as there needs to be somewhere for the players character to sleep.

Something like this could work where parts of the roof have fallen in as it would still provide shelter while being a ruin. I still don't have a clear idea of how exactly the chapel will look so will make some basic mockups in Maya.