Powercell and Transport Case updated Renders

General / 19 February 2019

I thought I'd update my Powercell and Transport Case gallery with a few wireframe and clay renders of the high poly meshes. These have yet again been done in Modo. I'm really enjoying its renderer, its speed and the ease with which you can get pretty good results. 

I made the high poly meshes with the view to bake them down to low, hence the topology and edge flow could use a bit of work. I have reworked them a bit, but there are a few n-gons and the odd tri floating around on the Sub-D meshes.

Fun with Modo

General / 31 January 2019

For the past few weeks I've been learning to use Modo. I'd seen work that people like Tor Frick and Mathew O. were producing and had also watched a bunch of videos that Warren Marshall had made.  I was intrigued about  its round edge shader, MOP Booleans, Mesh Fusion and a bunch of other features that I'd heard users raving about. I've done a bit of Sub-D stuff and thought that it had some tools that might offer a bit of time saving.  

In order to get a bit of an understanding of Modo, and those features, I decided to give it a run through by building a bunch of small props, shots of which can be found below. While I am still learning how to use the program, I am enjoying what I've touched so upon so far.

Warhammer 40K Bascilica Administratum WIP: Complete

General / 20 July 2018

Well, I think I can now finally call this finished! Despite having revamped my ArtStation page and publishing this scene a fortnight ago, I spent a few days earlier this week relighting my work and adjusting my post processing settings. I'd received some feedback that my lighting was too dark and a friend, Nathan Thomas, was kind enough to provided a paintover for me. (A big thanks to Napes!) I'm much happier with the results.

So here is the before shot:


This is Nathan's paint over:


And the final result:

Thanks to those of you out there who showed an interest in this project!

Warhammer 40K Bascilica Administratum WIP: Update 11

General / 22 June 2018

Well I think I'm nearly there... I plan on wrapping this up in the next fortnight. I've begun to add a few smaller props and things to break this scene up and give it a bit more of a human scale. I've stuck to the exaggerated proportions of the 40K miniatures, so the valves and  gauges are a fair bit bigger than in real-life. I may revisit these. 

The updated WIP shots can be found here: https://www.artstation.com/artwork/6PxBr

The new assets here: https://www.artstation.com/artwork/rgmVL

Feedback is welcome.


  

Warhammer 40K Bascilica Administratum WIP: Update 10

General / 03 June 2018

Well I've completed the lowpoly interface from the previous post and now have the asset set up in UE4. The color of the "eye'" and the interface are all controllable through various material parameters in UE4, as is the emissive amount.   I hope you like it! Feedback is again welcome.

Cheers.





  

Warhammer 40K Bascilica Administratum WIP: Update 9

General / 29 May 2018

Hi, I've completed the the plinths and the main layout of the shrine/monument area, and have also textured and added the large lamps that adorn and illuminate the plinths. I'm going to take a break from that area and start adding a few pieces to break up the scene a bit. Currently I'm doing the low poly and unwrap of an interface that will be mounted on one of the industrial pillars. I should have more to post soon.

Cheers.



  


  


  

Warhammer 40K Bascilica Administratum WIP: Update 8

General / 23 May 2018

Hi, just a smallish update. I've a few new assets to show that are part of the shrine area that is off to the right of the Administratum Building: a lamp and another skull decorative relief. I've ended up reworking the plinths that the giant aquilas sit on. 

Your thoughts are welcome.




Warhammer 40K Bascilica Administratum WIP: Update 7

General / 10 May 2018

It has been a while... The last month or so has been spent polishing and fixing a few elements that have been irritating me for a while. The big one was fixing the tiled stone that is used heavily throughout the scene and I’m a lot happier with the results. I also tweaked some of the older meshes and updated the lighting, while knocking back the volumetric fog. Got some huge pipes in as well. 

If you'd like to comment, feel free to do so. Cheers




Warhammer 40K Bascilica Administratum WIP: Update 6

General / 11 April 2018

Well I've started to get around to addressing another of the blockout meshes: a giant eagle. This mesh is going to be used for a monument area that sits to the right of the adminustratum building. Here is a quick render of the highpoly, made using sub-d in Max. I'll post the lowpoly textured mesh soon. 

Bye!


EDIT

Here's the lowpoly version - crits welcome!


Warhammer 40K Bascilica Administratum WIP: Update 5

General / 09 April 2018

Hi, I've recently gotten around to baking and importing a few meshes that make up a wall pillars that I've used to enclose the scene that I've been working on. I've also added a few fill lights and some scene refelection captures to add  a bit more depth. Anyway, without any further ado, here are a few shots.

Critiques are welcome.