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.....

Wednesday, July 7, 2010


River scene update: A few extra trees.

Farnoth with better eyebrows.

Monday, July 5, 2010



Lower image: Render of Farnoth, with initial SSS. Not rigged.
Upper image: Andrek facial expression test.

Sunday, July 4, 2010


View from the riverbed of the river scene, in early progress.

Thursday, July 1, 2010


Yay!! Modeling of the castle hall is now pretty much finished. Here's a screenshot. Texturing is next.

Wednesday, June 30, 2010



Here is a render of the castle hall, with the lighting almost finished.
render time: approx. 2 hours

Top image render time: 4.5 hours.

Here's a render of Andrek, after some bug fixes with textures and rigging.

Wednesday, June 23, 2010

Object Modeling for Castle Marketplace

Here's a list of things for the castle marketplace:

  1. Cheese stand
    1. Cheeses
    2. Churn
    3. Buckets
  2. Meat/fish stand
    1. Preserved and fresh meat
    2. Fish
    3. Barrels
  3. Blacksmith
    1. Anvil
    2. Forge
    3. Weapons
    4. Armor, chainmail
    5. Tools
    6. Nails
    7. Bucket of water
    8. Etc.
  4. Cooper stand/stall
    1. Barrels
    2. Wagon wheels
  5. Cloth stand
    1. Rugs, etc.
  6. Pottery stand
    1. Bowls
    2. Pots, jars, etc.
    3. Potter's wheel
    4. Bucket of water
  7. Basket maker
    1. Baskets
    2. Brooms?
  8. Leatherworker/cobbler
    1. Tools
    2. Stand thingy for making shoes
    3. Leather pouches
    4. Shoes, boots, etc.
  9. Produce stand(s)
    1. Various produce
  10. Grain stand
    1. Sacks
    2. Crates, etc.
  11. Carpenter
    1. Any wood products you can think of
    2. Chisels
    3. Mallets
  12. Taxidermy (stand already complete - the one with the skull....)
    1. Animal skins
    2. Skulls?
  13. Specialty weapon seller
    1. Jeweled swords, daggers, etc.
    2. Shields
  14. Bowmaker
    1. Longbows
    2. Crossbows
    3. Quivers
    4. Arrows
  15. Miscellaneous
    1. Wheelbarrow(s)
    2. Money bags
    3. Loose coins
    4. Balances for money, etc.
    5. Fishing equipment, nets, etc.
Add to the list if anyone thinks of anything else. Once you have completed a model, write a post with an appropriate title, and post your name next to a render of your object. When you begin working on something from this list, highlight your work as following: Peter - bold, Me - italicize, and if Ian does anything, he can underline. This should prevent two people from attempting to model 2 of the same stand, as only one of each stand is needed. For the objects in the stands, we can use various versions, for example two people can make their own version of a crossbow. (NOTE: Please texture your objects.)

Thursday, June 17, 2010

Script

Script is finished.  Hooray!!

Tuesday, June 15, 2010

whats happening

I will have some more pics and an update on Farnoth hopefully by tomorrow. I'm currently working on getting Ssbump to work for me so I can render normal maps for Farnoth's texture.
Till then..

Tuesday, June 8, 2010

Farnoth: Progress Update


I finally finished up the seems for the UV map today after a long time of problems, bugs with my computer and just time constraints. I would say he is about 65% done as I have moved on to texturing this evening. Here is a quick render of his model as it is now(he looks a lot better with hair and textures believe me!). Till next time...

Friday, June 4, 2010

Lighting Tests

Ok, apparently I'll be doing main scene lighting for the movie, so here are a few tests with the castle great hall.
First test - ambient color a little off :S

The opposite side with a change of sky color

More of a late morning lighting

My guess is as texturing is completed that this will improve.

Thursday, June 3, 2010

Characters and Progress

  1. Andrek Boneth: 98% completed. A little work with shape keys and drivers needed.
  2. Ariella: 90% completed. Additional texture and shape key work needed. Also needs cloth physics improvements.
  3. Sir Farnoth: 75% completed. Rigging and shape keys needed.
  4. Sir Landers: 0% completed. Character design in progress.
  5. Keylore: 0% completed. Character design in progress.
  6. King Mengrant: 0% completed.
  7. Old sage: 0% completed. Character design in progress.
  8. Zalen: 0% completed.
  9. Mecenary 1: 0% completed. Character design in progress.
  10. Mecenary 2: 0% completed. Character design in progress.
  11. Guard 1: 0% completed. Character design in progress.
  12. Guard 2: 0% completed. Character design in progress.
  13. Guard 3: 0% completed. Character design in progress.
  14. Guard 4: 0% completed. Character design in progress.
  15. Guard 5: 0% completed. Character design in progress.
  16. Dragon: 30% completed. Texturing, rigging, and shape keys needed.

Environments and Progress

  1. Temple (interior): 0% completed.
  2. Temple (exterior): 80% completed. Revamp of old model needed.
  3. Castle (exterior): 10% completed.
  4. Castle great hall (interior): 65% completed.
  5. Castle balcony (exterior): 0% completed.
  6. Zalen's tower (exterior): 10% completed.
  7. Zalen's tower (interior): 0% completed.
  8. Plains and hills (exterior): 0% completed.
  9. Forest river (exterior): 5% completed.
  10. Forest edge (exterior): 0% completed.
  11. Clouds (exterior): 0% completed.

Wednesday, June 2, 2010

List of Characters w/ Initial Voice Actors

Andrek Boneth: ????
Sir Farnoth: Cody M.
Sir Landers: Josh M.
King Mengrant:Joe S.
Keylore:Evan G.
Ariella: ????
Zalen: Sam S.
Old sage: ????
Guard 1: David H.
Guard 4: Logan T.??
Guard 5: Peter H.
Extras: Open to almost anyone (comment if interested)

Additional comments welcome.

General Info

Uh, this is a new idea to use this blog as a general place to post updates, ideas, and other things related to the Warrior of Righteousness Blender movie project.