Thursday, June 30, 2016

dialroom update

the dialroom asset in houdini is now ready to go. you can tab it in. if you do, DONT check it out or publish it unless you have to. lights should NOT be put in the dialroom asset. they should be put at the obj level. shaders should tab in whatever asset they want to work on (like the rocks, or the dial, or the archway) and then check that out to work on it and then publish it when they have modified it. if you have any questions, ask me.

i am testing different looks so that we know what we want when we composite the images in the end. i was trying to hit more of a photographic look here.


Wednesday, June 29, 2016

dialroom assest is in houdini

this is what the model looks like. if you tab in dialroom into houdini you can get the asset and do lighting test on it. right now there is a default clay shader on everything. when shading go into the dialroom asset, then go into the wall, entrance, or center. in there there will be a purple-pink shop network put your shaders for the corresponding objects in there.


Saturday, June 4, 2016

Dial Room Paintover



These are to give you guys an idea of how everything should fit together color wise. I added some texture, but not much. If any one feels like it's necessary I can do a more finished painting with textures.

Wednesday, June 1, 2016

triplanerTests and the dialroom



Just testing out my triplaner projection tool in houdini




this is the dial room so far.