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260_tid_Fig.10.jpg
Fig. 10

Post Modelling

After I made the models, I needed to organize the workflow for the variations in the models due to seasonal changes:

  • I needed some falling leaves on the ground for the autumn scene
  • For the same reason, there should be less leaves on the trees as compared to the summer scene
  • For the foggy scenes, I wanted to have the trees without leaves because they would then provide a stylish silhouette in the fog.
  • I wanted to add some water puddles for the "after the rain" scene

So I started from the trees and made two variations of the same model, one with less leaves and one with no leaves.

I saved these models to use later as I progressed with the project.I used exactly the same method for the autumn scene ground. I just added a leaf mesh to the stone cluster and repeated all the steps (Fig.11).

260_tid_Fig.11.jpg
Fig. 11

Most of the other changes are in the texturing stage.

Texturing

I unwrapped most of the models. This gave me the chance to paint textures as I wanted for every different lighting rig. I found this was the most direct and easiest way for me as it meant I had full control over the textures.  I was able to paint all the marks of time and weather on aged materials and I could also easily handle the leakages and holes. I was even able to paint the leakage going inside the hole in the concrete and coming out again, or the handprint on the glass (Fig.12 - Fig.19).

260_tid_Fig.12.jpg
Fig. 12

260_tid_Fig.13.jpg
Fig. 13

260_tid_Fig.14.jpg
Fig. 14
260_tid_Fig.15.jpg
Fig. 15


260_tid_Fig.16.jpg
Fig. 16


260_tid_Fig.17.jpg
Fig. 17



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