The fun part! What about some materials?
I personally love the process of creating materials. I don´t really like the lighting process and I´m not very keen on the rigging-stuff. But I love materials! Choosing the right materials, you can even make a bad mesh look better. When I look back, I would not create the materials for “Lonely and left behind” the same way as I did it. I still like the orange parts, but I would certainly choose a different material for the rusted parts.
Anyway – Most of those materials are mixed procedural materials, that means the materials don´t need any real bitmap textures, they work – well procedural! Also the objects don´t need any mapping-coordinates, which also speeds up the whole process. The problem with procedurals is, that you can hardly define creative details within your texture, like single scratches or bumps. As I said earlier, I wanted to finish this model in a short amount of time, so I decided to create procedural materials.
I always work in the same way: I first create a clean base-material. For example, a fresnel reflecting orange material was used for the base-layer of the face.
Then the material is getting transformed into a “blend” material and a second material is inserted in slot 2. This time I would go for a slighlty brown shaded grey colour with a crusty surface. I wanted this poor old bot to look like he had been forgotten in his docking station, still starring at the sky where his ship disappeared. He´s standing in the rain, getting covered with dust and dirt over the years.
So I created this dirt-crust layer and mixed both materials with some fine-tuned noise-maps (high contrast, high detail-level). I also used some glossy-reflections which looked great combined with the raindrops. It just gave the whole material a very greasy look. I often use simbiont materials as well (simbionts is a free-plugin and can be downloaded here: http://www.darksim.com/html/simbiont.html)
All of the materials were created in the same way. I first decided, which basic material the object is made of (for example: metal, plastic, rubber…) and created a clean version. Then I thought about how the material would probably behave when getting into contact with dirt and fluids. Afterwards dirt-layers were created and mixed into the clean materials.
The cables were really fun. I chose simple splines and ticked the box for automatic uv-coordinates. Then I played around with some bitmaps of black and white lines to create regular segments, differences in colours, reflection and bump-depth. It helpes a lot to make the textures visible in the viewports to adjust the tiling-value for the textures.. For some of the cables I chose a dark rubber-material as base-material, for others I chose a metal-look. Well – those are cables! Not a miracle, only cables. |