With some rendering on tutorials underway I thought an update of my project was long overdue. At least I am just about ready with my textures. However I regret one or two buildings may have to be left out of the final render due to pacing and a hint of me biting off more than I thought I could chew. But I digress, just about everything has had bumpmaps, specular maps and texture maps assembled and some of them are looking pretty good wraped around the models.
It did feel something of a slog getting to this point but now that I have (barring maybe one texture map) reached the point I can install everything and test the lighting and hopefully everything should be ready by Friday.
One thing all this texture mapping has aided me with is getting brisker with painting. While some of the painting surfaces started off confusing, there are times I ahve taken the work in my stride, other times I needed to push myself, but I feel like I am almost. ALmost over the crest of the hill, although it took a couple of late nights to manage it.
Of the current models I have, all the texture mapping I have left is the closest balcony (the one which in my concept art looks like a boat hull) and a dome to hide the joining of the sails on The Star. However given current circumstances I am contemplating perhaps dropping the boat-hulled balcony or moving it because the building it was supposed to connect to had not been built. And with the deadline approaching I am not sure if I can make it in time as well as doing all the peripheral things such as catching up on reviews, making the matte painting and assembling the presentation.
The positive outcome of this is that the whole scene could come out less cluttered. As in the concept I had crammed buildings in based on the blackout I had constructed with the ground only partially seen far down below. With less buildings, more of the ground could possibly be seen, giving a feeling of more space in this elevated world that has been constructed.