Thursday, 26 April 2012

UPDATE


I have gone back and updated nearly all areas of my blog in response to feedback, please consider this before summative assessment. 

Thank you.

Vault

Finally i get to texture the vault room. I had so many ideas of how i wanted to do this and that i knew it had to be semi interesting. A lot of banks vaults are dull but as the lead up to the bank vault was quite high tech i thought id add a little more inside it and make it quite modern. 


The vault door frame is not finished and the lighting is a little off here but this is the entrance to the vault. 

As you move into the vault the walls are covered with deposit boxes forced open by the robbers. I am going to make this area more beat up adding extra stuff to the floor. The glass on the floor needs a cube map making to give it a glass shine.


Origionally i made this out of one mesh because i was trying not to use any more BSP (that stuff really takes it out of the performance). After doing this though i found that it was hard to UV and texture so split it into the 6 sections of the hexagon with optional wall space that could support a door, deposit boxes or shelves.

Sunday, 22 April 2012

Vault Floor

This is the bottom floor of my bank. The level where the vault is. Here you see the vault lobby or waiting area for people who want to watch their precious items be placed in the vault. They can sit only a room away and watch on a monitor above. This room was made to still be inviting to customers as it would be an area visited by them. Although you can begin to see the fact that this is way under ground with the concrete ceiling and exposed piping. 

Heres another shot of the room, excuse Dolan the duck, he is a placeholder for the monitor display which will be of the vault room when it is complete. You can see here the ramp and stair access to the vault corridor this is for trollies or other items to be wheeled down. This is as far as clients can go.

Here is the security on the way to the vault. It is the only corridor access the the underground vault and as you can tell by the length of the corridor, the vault room is surrounded by a thick layer of earth. The lasers work on a grid with a moving laser sliding on each axis. The railings are suspended so the laser can run freely under them. 



Finally here is the vault room which is simple in design yet interesting. 



plants

Here is how i went about making my plants. I started by creating the texture with the leaves that i wanted to use. I got these from a local garden center and tried to stick to the indoor plants because these seemed best fitting. After bringing them into max i placed each one on a plane and divided them up into subsections for deformation. 

 I stacked a bend and twist modifier to each plant so i could twist and deform them individually and come back to them later to tweak as appropriate. When satisfied i collapsed them down and grouped them up.

I made different variations of some of the bigger plants so they wouldn't look to similar when placed in the level.

This is the first lot placed in the lobby. I was torn between this or a sculpture but after deciding on the central red carpet it seemed wrong to have two sculptures either side of it. Here you can also see the chunk of dome that the robbers had to break through and that it has smashed the planter causing pebbles and soil to be scattered across the floor. This makes for a intriguing point of interest.
This was the next use of planters in my level. These are found on the lowest floor just before the vault and have been encorporated into the stairs. 


Thursday, 12 April 2012

Painting WIPs

I've been working on some paintings for the offices to bring a little more colour into them. I thought id post them up here now because i'm quite happy with how they're going. I'm trying to make each a slightly different style and colour but not enough so it looks too random on the wall. They will most likely have different frames etc.


Back Office Stairs


  So I've been struggling for a good idea to go at the back of my offices for a while. I knew i was having 2 lifts and a symmetrical theme. This is the idea i came up with for the stair well that wraps around each lift shaft.



   After some crits it was decided that it was too bright and claustrophobic. i tested a thinner design with less lighting and it worked better.

 Making the stairs was easy, the wall was a little fiddlier. I started by making the mesh as one vertical plane with all the cut insets and then unwrapped it.

Next i had to bend it around a 90 degree corner so using a cylinder to test how many faces i would need i split the mesh and bent it around the cylinder.


Then i proceed to do the opposite for the inward facing corner.


Here is the final model, it has a top and bottom strip light but this its self wasn't enough to light the hall so i positioned two non shadow casting lights on each floor to brighten it up.





Tuesday, 10 April 2012

Office update

So after majorly updating the desks in my back room offices i continued to flesh them out with assets and am rounding them off now.




  I have made several desk top filler assets including phone, pen tidy, files and folders and it has really cluttered up my office in a good way. Its now looking a lot more lived in. I am now considering the parts that will have been disrupted my the robbery, i.e. up turned folders and plants. 

There are two offices to my level, one you go through and another you pass briefly on your way down to the vault. This second office is a mirror of the previous in terms of lay out and architecture but i intend to heavily alter the work space so it doesn't seem and exact clone. My intentions are that as you come down the stairs you will have to step out into the office to get round some debris, possibly a fallen roof panel sparking and the  lights turned off.