This will be my 3D project sketchbook!
At the moment I work only on this temple, the temple of Vesta - a roman Goddess.
Being still a novice 3D modeler it does take a lot of time!
I use 3ds max and in the future I will do the textures in photoshop.
Decided to start with a new project so to experiment with light setups. I've just ordered a book about cinematography.
This is just the draft of what eventually will be some kind of futuristic sci-fi city!! I'm pretty sure on this design for some of the buildings - will add details of course. Then I'll try to make variations of this basic design for more buildings. Hopefully find more inspiration.
If this reminds you of some other buildings from somewhere please let me know... And if you know of some cool designs you think could inspirate me, please give me a link.
Oh yes, so far this is just the first draft, will start on lighting as soon as I've added more buildings. Then I'd really appreciate help...
Ok, started with z-brush, so is the result. Will leave this guy alone for now though, and move back to some serious arch design. Damn, seems like I'll never kick myself hard enough to learn the texturing and coloring...
That was some time ago, more than a year, so I'm not sure I remember exactly. I did it all in 3ds max, today I would definitely go more for zbrush...
For the main column,
Well what I remember I started with a complete round and straight column, then from top view deleted I think about 15/16th bits of that, then I simply modelled one half carving in this 1/16 part of it and used mirror, then joined those two bits together, fused the vertices. Then I spun them around the pivot point set to center, mirrored again, and spun around and mirrored and repeated this untill I had a complete column.
Then the swelling - I followed the most excellent book "The four books of architecture" by Palladio, also Vitruvius writes a bit about swelling. In general the taller the columns the less the swelling. And always the widest point is nearest the ground, but in really small columns the widest point is a bit above ground.
As for the top part, I don't remember exactly, just that it was insanely complicated in max - tried all kinds of boleon operations, crashed constantly... The rose was easy in max, just made one leaf and changed the pivot point and used array in a circel.
As for the plant, you don't want to know... Today I could do it 1000 times faster in zbrush!
Dude, I'm sure you can find some easy way to do it in zbrush, then perhaps join the bits in max, as well as adjust the proportions. If you can't find proper arch design/plans then get the book "the four books of architecture" by Palladio for that. He has soooo nice designs. And you get to see them in front and top view along with proportional guidelines.
Zbrush has radial symmetry btw. You could easily do the carving of the column with that turned on.
Yep today I would definitely find a way to use zbrush more.
Also Modo 401 should be much easier to use than max. (just looking into that program now..)
All right, working in Modo 401 now, that program is AWESOME! For all the stuff that zbrush can't do, Modo can do it. And as a modeling program its way more advanced than both Max and Maya. But I'm still an absolute beginner, looking forward to learning it more in depth.
So far I've done this tomb with a celtic cross. Next step will be to arrange the texture properly, that will be a challenge. Also I have to create a bump-map.
As for the background, I think I can actually export a black and white image to photoshop outlining only the 3d, thus have the 3d as one layer in photoshop and create the surroundings there.
If you have any tips regarding texturing feel free to share.
Nice work so far, but the last one isn't really working color wise. The green and red don't fit together nicely, then having another third color/material makes it look somewhat 'unnatural'. I can't really put my finger on it, it just feels somewhat fake. Some roughed up edges, cracks etc. could really help to sell this better and make it more believable.
But you're going to sculpt in things like that right?
Especially when working on the model/texture, reference is very important and helps a lot. Can't stress that enough! Looking forward for more