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Making of 'A Walther P99'

By Jean-Marc Labal
Web: Open Site Email: jml@3djml.com
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Date Added: 9th December 2009
Software used:
Photoshop, LightWave

393_tid_31_text_metal_top_7_bump.jpg
For the top texture, I added in the color channel with 2 extra layers, the first one is an alpha which is going to show the layer below. That alpha layer is "metal_logo" which is going to add the logo to the top-right of the gun.

All the texts on the gun were created like this. An alpha for text and a gradient layer under it.

This allows me to change the hue and intensity of the text in real time in Fprime.

I also added the same map in the bump channel, as "additive". metal1.jpg and metal2.jpg are textures I made especially for that gun, created from a photo of the real gun itself and the bb gun one I have.

Here is the gun textured by itself.

393_tid_32_text_1.jpg
393_tid_33_text_2.jpg

Setting up the Scene

The Scene itself is pretty simple,

393_tid_34_scene_overall.jpg

The glass is a simple lathe of a martini glass profile. For its texture, I used the realistic glass tutorial from the web using gradients for transparency and reflections. But if I would do it now, I would probably use the fresnel or dielectric material in the node editor.

The casino chips and cards were created to look like the ones from the Casino Royale movie. Nothing hard there expect trying to find out the correct proportion of the chips. For the table, I used a few 3Dtotal textures; the wood is from CD 12 (italy019.jpg) and the yellow trim from CD 03 (ye011.jpg)

Rendering, the scene is using backdrop radiosity, no bounce. 12rays. 1 area light is used to create the light from the lamp to create a soft shadow. A low-intensity spotlight on the left of the camera adds extra blue color.
For the Depth of field, I used Focal distance of 385mm, with a F-stop of 5.

Don't forget to use the real-time DOF

393_tid_35_scene_dof.jpg
Final wireframe.

393_tid_36_final_wireframe.jpg




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(ID: 172059, pid: 0) User on Mon, 17 December 2012 3:54am
video maybe?
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