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The
amount of soldiers was too much for a home
computer, so I used the following trick: before
duplicating, I applied the "multi-res"
modifier to the two basic figures (the trooper
and the commander type). This modifier reduces
the polygons of the mesh by the amount we
wish. During the creational phase, I set the
soldiers to only 0.01% of their polygons (which
was pretty much only a cornered ball), but
was ideal for seeing where they are (and the
computer did not freeze from the polygon overload).
For the final rendering, I used 6 or 7% of
the overall polygons of the soldiers, even
with such a low rate, there were 30 million
polygons in the final rendered scene, but
since an individual soldier is so small, the
loss of quality due to polygonal reduction
was not noticable.

Picture #5 / When I added an extra 2-3000
soldiers, the computer run out of memory and
created "texture leaks" (you can
clearly see those soldiers that were rendered
without textures, they remained white).

Picture #6 / During the workflow, using the
'multires' modifier can save computer resources.
Lighting:
Alltogether
in the scene, there are about 15-20 omni lights,
most of them are used for starship engine
glows. There is one keylight on the top of
the scene to simulate sunlight. Right beside
it, there is another light, which is used
for ambient illumination only. There is a
spotlight from the top-left corner of the
picture, aiming at the soldiers. This spotlight
creates the volumetric light effect in the
scene. The big shadow that appears in the
middle of the picture is a star destroyer
put in the front of the key light, not very
far from it (to get the right size for the
shadow). The engine lights have "glow"
modifiers added to them. The color of different
lights and the background had to be changed
until they matched.
The
rendering was done using the Brazil rendering
system. Normal lighting was not the best looking,
but using Global Illumination also was not
an option, since it crashed the computer even
with the loweset setting. Photon mapping solved
this problem fortunately, I turned it on,
and added it to the scene's lights. By using
photon mapping, the rendering in 800x600 was
finished in 7 minutes! No area shadows, only
normal shadow maps were used.

Picture #7 / Setting the final lights and
adding the main shadow.
Problems:
Some
of the proportions in the picture may appear
weird if you examine them closely, this is
something I have look out for in the future...
Yoda:
I
put Yoda in the bottom-right corner of the
picture to.... well, to make some people smile!
:)
Alternative Version:
I
made a different looking background for the
picture, but it was too "dark and evil",
anyway, here it is, you can decide which one
you like better... and thank you for reading
this tutorial!

Picture #8 / The final version with a different
background, the volumetric effect is much
clearly visible in the version.

Picture #9 / The final version (no postwork).
Written by: Laszlo Racz
House
of Digital Beauties
www.ralaci.hu
info@ralaci.hu
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