Post-Apocalyptic Watchtower WIP

drakken3ddrakken3d Posts: 0

Hi there,

next project:

This is pretty rough as you can see right now. The placeholders are for railings, platforms, ladders and stuff etc.

The idea is, that survivors of the big bang rebuilt an old bridge pier and use it now as kind of a watchtower. So it should be built out of many different things.

cheers

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Post edited by Richard Haseltine on
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Comments

  • XenomorphineXenomorphine Posts: 2,421
    edited December 1969

    Nice look, so far... If you put some kind of defence turrets on it, maybe have an option for switching them out with gun barrels or large harpoon guns. That way, it can suit a conventional military apocalypse or demonic invasion ones. :)

    I can see this being ideal, along with burnt out wrecks and rubble, with DzFire's Cyborg models, for 'Terminator'-themed scenes. Just need someone to make some tracked and flying Hunter-Killers and we can go full-on Skynet with this!

  • drakken3ddrakken3d Posts: 0
    edited December 1969

    Thanks!

    Nice suggestions. Have to think about them when i model all the goodies :)

    Update:

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  • XenomorphineXenomorphine Posts: 2,421
    edited December 1969

    New idea! If you include a couple of different 'bridging' sections, it gives modellers the option of fitting several of them together for a miniature, ad hoc 'rebel base'. You'd have to give alternate texture options, so that they don't look like someone's cloned the same graffiti on every one of them, though... Heh!

  • drakken3ddrakken3d Posts: 0
    edited December 1969

    Update...

    The reddish box is my figure-dummy.

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  • drakken3ddrakken3d Posts: 0
    edited December 1969

    and another update :)

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  • drakken3ddrakken3d Posts: 0
    edited December 1969

    Next update.

    I decided to model each of the buildings closed and with the option to remove one side to get a view inside, because there are some nice light and shadow patterns for your renders.

    Doors etc get a morph (open / close).


    cheers

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  • XenomorphineXenomorphine Posts: 2,421
    edited September 2013

    Continue to be impressed... The attention to detail is genuinely quite amazing.

    Only thing I could really suggest now is to maybe place metal chains to bridge between the damaged walkway sections, to give the impression of improvised industrial repairs.

    Looking forward to seeing the finished textured model.

    Post edited by Xenomorphine on
  • ShaneWSmithShaneWSmith Posts: 636
    edited December 1969

    This looks wicked. Keeping an eye on this one for sure!

  • drakken3ddrakken3d Posts: 0
    edited December 1969

    Thanks!

    I am blocking in the interior at the top right now with rough shapes. Should feel crowded / narrow etc.

    And i am thinking about adding some terrain, but i am not sure if i should do one, because there are already so many ruined environments etc.

    well, lets see :)

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  • drakken3ddrakken3d Posts: 0
    edited December 1969

    worked on the interior a bit today. It all looks too organized right now, but i will change that when i have textured the assets.

    cheers

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  • XenomorphineXenomorphine Posts: 2,421
    edited September 2013

    Keeps looking better! As you say, just needs the right texturing. Maybe some rust and stuff. Some exposed, frayed electrical wiring? Maybe an old leather-bound journal sitting on the shelf? A pipe running up the outside to provide for water? Or, heh... A door indicating a lavatory? I'd imagine post-apocalyptic survivors need those. :)

    Regarding terrain, I think it'd be fine with any of them already available. Although, if you do put something in with it, I'd suggest giving the terrain section at least two different textures, so that it could be ground or water. Doesn't really need any, though. People will just put it on whichever environment they already have.

    Going to be interesting to see what renders of this people make, who have the shaders for applying things like snow or vegetation overgrowth on it...

    Post edited by Xenomorphine on
  • Serene NightSerene Night Posts: 17,659
    edited December 1969

    Like this. Lots of good places for fight scenes and to dangle a character from a rickety railing.

  • drakken3ddrakken3d Posts: 0
    edited December 1969

    Thanks!

    Added a few objects and rendered out the wild walls, just so you can see.

    I will start UVing and texturing for now and add additional stuff (or copy a lot around) maybe later, if needed.

    cheers

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  • drakken3ddrakken3d Posts: 0
    edited December 1969

    rest...

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  • Kevin RyeKevin Rye Posts: 392
    edited December 1969

    ...and what software would one use to create such a cool thing? Is this Hexagon?

  • drakken3ddrakken3d Posts: 0
    edited December 1969

    I modeled it in Modo. But there are no complicated things in it, so i guess Hexagon could do it as well.

    Sculpting was done in Mudbox. I sold my zBrush license a few weeks ago, because i could not get used to it. Mudbox has less functions and tools (and it is from Autodesk), but i can work way better in it. But that's just subjective.

    cheers

  • Jim_1831252Jim_1831252 Posts: 728
    edited December 1969

    Looking very cool. Enjoying the WIP images. Great to see how a prop like this is built up starting with very simple geometry.

  • drakken3ddrakken3d Posts: 0
    edited December 1969

    Thanks! Yes, it is like starting an illustration / painting: from big shapes to small shapes etc

    Started texturing. I will add a few dirt layers tomorrow, but the overall color scheme is quite nice, i think.

    cheers

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  • XenomorphineXenomorphine Posts: 2,421
    edited December 1969

    Out of interest, is it possible to include two or even three different textures for at least the base? I can easily imagine some people wanting to render several of these buildings for a single scene, but it'll probably look strange if they all have exactly the same graffiti/scorch marks in precisely the same places.

    Regardless, I continue to be impressed with every new phase you reveal!

  • SpyroRueSpyroRue Posts: 5,020
    edited December 1969

    Excellent work, allot of really great detail. Very nice!

  • none01ohonenone01ohone Posts: 862
    edited December 1969

    Great to see how your projects evolve. Excellent work and thanks for posting.

  • drakken3ddrakken3d Posts: 0
    edited December 1969

    @Xenomorphine
    Only the Base would not help that much, i think. There are too many unique marks on this model. I plan a different texture set after i have finished it, but that may take me some time to do.

    Thanks!

    @Spyro, none01ohone
    Thanks!

    Now i am much closer regarding the textures to where i want them to be.

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  • drakken3ddrakken3d Posts: 0
    edited December 1969

    update...

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  • the3dwizardthe3dwizard Posts: 495
    edited December 1969

    drakken3d said:
    I modeled it in Modo. But there are no complicated things in it, so i guess Hexagon could do it as well.

    Sculpting was done in Mudbox. I sold my zBrush license a few weeks ago, because i could not get used to it. Mudbox has less functions and tools (and it is from Autodesk), but i can work way better in it. But that's just subjective.

    cheers

    Hey this looks great! Nice attention to detail and form. I like post apocalyptic stuff particularly movies, just don't want to live there. I like my pre-apocalyptic life. ;)

    I too use Modo and gave up on zBrush. It wasn't natural for me. The little sculpting I do I can do in Modo.

    Cheers!

  • drakken3ddrakken3d Posts: 0
    edited December 1969

    Thanks. Yeah, zBrush is not for everyone and the sculpting in Modo is sufficient for many tasks. Maybe it will be even better when 801 arrives :)

    Update

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  • drakken3ddrakken3d Posts: 0
    edited December 1969

    Modelling and Texturing is finished so far. Next step is to set it up for Daz and Poser etc.

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  • IceBlue2IceBlue2 Posts: 0
    edited December 1969

    Not sure if this is the right place to post this but liked your work.
    Back in the 90's I had a collectable card game published but kind of dropped out of game making for a bit.
    Lately I picked up the pen again so to speak and am working on a new customizable card game set in an Apocalyptic future.
    I am creating very high end art for it, using Poser and Vue.

    Spent a lot of time scouring Daz and several other sites, to look for buildings, guns clothing etc. that may work for it.
    Building like this one you are making are perfect.

    Anyone know of any good gun collections that would work? Seems most I find look to good, nothing kind of hand made or salvaged looking.

    Also looking for other like minded individuals that may want to contribute to the games design.

  • StratDragonStratDragon Posts: 3,247
    edited December 1969

    The model is super amazing and the textures tie it all in flawlessly. It's a class act the whole way.

  • MuzeMuze Posts: 182
    edited December 1969

    Very very cool looking. Congrats. :)

  • drakken3ddrakken3d Posts: 0
    edited December 1969

    Thanks a lot!

    I am in Malaysia right now. The poser version of the model is finished and right now i am working on the DAZ 4.6 Version, so it should not take that long anymore until it hits the shop.

    BTW is anybody still using DAZStudio3? Just curious…

    Erich

This discussion has been closed.