Saturday, July 23, 2011

Moved to Wordpress!

Hello all,
We have now moved to a WordPress blog. This one will be updated more (hopefully) :)

http://warriorofrighteousnessmovie.wordpress.com/

Hope to see you there! :D

Thursday, May 26, 2011

Dragon Head




Got the dragon head modeled. After I get the art, will start on the body.

Monday, February 14, 2011

Dragon Concept Model

Well were getting our concept are for the dragon from Josh Montgomery and I just got the model of the head yesterday...the drawings will come soon :Dtill next time...

Thursday, January 13, 2011

weapons

worked on some weapons for the blacksmith/weapon smith today.....


till next time.....

Tuesday, December 28, 2010

Farnoth Texture progress (DONE)




Well Farnoth is finally textured and I'm almost done with his rigging. The only changes that will happen in the texture is I still have a tattoo to add to his right forearm, and the metal/steel texture still needs work.


Just a quick screenshot as of tonight of Farnoth's rig. I'll get his facial rig done tomorrow.
Till next time....

Wednesday, December 15, 2010

River Scene Update



Added ivy on trees and hi-res rocks


Wednesday, December 8, 2010

update


Well I've been doing a lot of changes in Farnoth with some topology fix' and a total re-texturing progress (which is really easy now cause I actually know how to accomplish things). So I did that all yesterday and was fairly sure that it would all turn out...so here's the first render I got. Over-all he looks TONS better, and BTW a bump map seems to work 100% better than a normal map for some reason. obveiously his belt needs help and so do his boots. I'm not sure what that is on his knees though...I'll have to figure that out to0. Till next time....

Saturday, October 23, 2010

Caslte Hall proxy



























screenshots of the castle hall proxy.
technical specs on it right now:
Vertices: 25453
Faces: 23045
File size: 4mb
and there is no lag with all layers turned on....yay! :D :D :D


Till next time...

Temple Interior


Well, it took a bit of work to get the inside of the temple about the same proportions as the outside, but it's going well now. I'm making it to look like a sort of Saxon lodge, only a bit more refined.

Tuesday, October 19, 2010

A bit of an update

Well we haven't posted for a few months so I thought I would and update everyone on the progress.

At the moment the castle hall is still in the midst of texturing. Ian is getting the floor texture put on and then I'll work on the walls and continue to work on all the rest of the un-textured stuff.
Story is just about finalized and were looking into buying a microphone to start recording(along with finalizing a cast).
Right now we are looking at getting most of the environments done and then moving on to getting the proxy versions of those built so we can start to work on the layout of the movie.
Ian is working on getting the rig that we'll use to work the way we want it and getting the hang of some animating while I am texturing and working on some animating and on the proxy model of the castle hall which is about 90% done.(I'll post some shots soon)
Josh Montgomery is finished with the drawings of the dragon and is working on a sculpture of the head to give to Ian to model off of.
Other than that we'll hopefully get some more concept art for characters from Josh and continue to model, texture and rig them.

Well there is a little bit of an update...can't really think of anything else that were doing right now...Till next time....

Monday, August 9, 2010



River scene is almost done! Just need more alpha screens to fill in the background, and then better lighting.

Friday, July 23, 2010

Castle Hall Progress Update: Lighting Issues

Again, same rendering as before with a few changes:
  • Soft shadows enabled on the sun lamp
  • Peter's textured tables and balcony
Interestingly enough, this render only took 30 minutes, opposed to the 45 minutes to render the untextured version.  I also did not notice any issues with the lighting on the tables, like the following image.  The only change between this one and the one above is the lack of soft shadows from the sun in the bottom render.

Tuesday, July 20, 2010

Castle Hall Progress Update

Well I continue to plod away at texturing the castle hall and have just finished(as of today) the balcony supports and the railing. I still have some work to do on more benches around the hall but then I think almost all the wood objects will just be about textured! Take a look at the images below:

This is a snapshot of the castle from today when I finished.

this is a render I did Saturday. There are some lighting issues we need to fix.


Render time 4 hrs. 32 min. on DELL 4200 w/ Pentium 4 Processor; 1GB of RAM.
Hopefully I'll get a better machine before we start really rendering :D

Render of the river scene in progress. Next step is filler trees, then weeds and other plants.

Friday, July 16, 2010

Castle Hall Update

Hey there,
Well texturing on the tables and benches is done! YAY!!!! Now I have the rest of the objects that are wood in the hall to texture. I will post some current renders either tonight or tomorrow depending on when I can get some done. Hopefully be done with the wood things in the hall by the weekend!

Here is a test render I did on Wednesday. There are only 2 tables done in this render.
Top: wireframe view in blender

Bottom: Another rendering of the castle hall with a wide angle lens.  Render time: 45 minutes + preprocessing (with QuadCore processor, 4 GB of RAM)

Friday, July 9, 2010

Castle Hall Texturing Progress

Hey there,
I've started working on the castle hall texturing. At first I thought it would be easy(yeah right) and then I found out that it wasn't as simple as I thought. I thought that there were 2 smaller tables that were the same, and that 2 bigger tables were the same(which I found out is true). But then I also thought that there were some shorter benches that were the same and that some larger benches were the same so.... I worked on them and came up with some textures. I made one for the larger benches and one for the smaller tables. I brought those into Blender and got the material and the texture with the normal map all in and rendered. This is what I came up with:

(You will notice the table on the left looks fine, and that's because its the one I originally unwrapped and textured)

So this is what I came up with and I called Ian up and figured out that the small tables are the same along with the bigger ones. But there are like 3 different benches, so I'll just have to make a separate texture map for the different benches. So it will be a little more work but not much. I hope to post a progress render tomorrow sometime to show you how progress is going. Till then.....