The road to the medina, part 2
Back in part 1, we covered the concept art for the project’s North African dieselpunk building style as well as the street layout for the medina itself. Since then, we’ve begun building the components in 3D, starting with David Alvarez’ outstanding job on the buildings themselves:
These buildings and many more have been sprawled across the map to form the winding streets and narrow alleys of the medina. As you can see in the render below, we’re gradually replacing low-poly structures with high-poly ones as we build up the city.





I like it! Lots of details!
#04.7.2011-11:00 amHave been following this for quite a while now and I must say the work you guys are doing are nothing short of amazing. Can’t wait to se it finished. Keep up the awsome work! ;)
#04.7.2011-1:21 pmYep, nice consistency in the style and detailing. Looks like advanced age hasn’t slowed you down, old timer!
#04.29.2011-5:52 pmAre you using AO on those building renders, or a sky rig of some kind? The lighting is really nice!
#04.29.2011-5:53 pmThanks Gerry. Those building renders were done by the guy who modeled them for me. I don’t know his exact setup, but from the looks of it he’s likely using GI with a custom light rig. I agree with you—the results are marvelous.
#04.30.2011-11:34 amAre you still using C4D exclusively or are you able to mix and match from different poly apps?
#05.3.2011-2:49 pmStill using C4D exclusively for animation and rendering, although I’m sure some of my freelancers have used other apps in their modeling pipelines. That said, I do tend to prefer working with C4D-based modelers, as I find they make much cleaner meshes.
#05.3.2011-5:34 pmLooking good!! I think I’ve come up with a name for the style you guys are going for: sandpunk.
Sort of that Dune Fremen / Star Wars Tatooine high-tech-in-the-desert thing… yeah, sandpunk.
#05.11.2011-11:13 pmNice blog here, hope to see more posts in the future :)
#07.27.2011-3:26 pm