Wednesday, 30 December 2009

Further damage to the cathedral. We needed to model some of the inside of the cathedral in this instance.

Sunday, 27 December 2009


Began adding internal structure to the Cathedral. A lot of the support in structures from this era is wooden, with beams and levels of panelled floors. We've also experimented adding bells to the bell tower as shown.


Wednesday, 23 December 2009

Further Cathedral Detail

Because the Cathedral model was originally created using simple polygons to get a basic shape, when modelling the damage we need to pay more attention to the structure. For example damaged roofs would let the audience see inside the building in real life. One of the main tasks is to extrude the walls inwards to create the inner cavity of the building.



Wednesday, 16 December 2009

Cathedral Destruction

We have started the modelling of the destroyed Cathedral. By carefully studying photos of church ruins to see where weak and stronger points belong, and trying to research into the Cathedral's design we can make a far more realistic scene.

Thursday, 29 October 2009

Further Compositing

One problem in getting a photo realistic scene was the computer's memory that high resolution textures may use. We have produced a quick mock up test of an office building situated in a town with a texture resolution of 4k square. We have never used a texture of this size, so it's interesting to see how realistic the results are.




New York Skyscrapers

With New York having a rich modern architectural history, we began by modelling two of the most famous skyscrapers in the world - The Empire State building and the Chrysler Building, both situated in New York City. This helped us remember some of the modelling skills we had learnt in the second year 3D modelling module of our course.




Initial Ideas

After deciding on 3d modelling as a final year project, we needed a good basic idea to work upon. With both of us having a keen interest in Photography, we wanted to make good use of this talent. In the time scale we have, we don't feel there is enough time to generate a genuinely photo realistic composition with the inclusion of complicated, rigged animation. The creation of detailed organic modelling doesn't appeal to us either, so we have decided upon a more architecturally based piece of work. This allows a lot of freedom, for example the ideas of past, present or future? What style of architecture? Damaged or complete?