'Lightwave'

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"The Making of the SimTech MTS.Arach" by Dave Wilson


   

Ok well I was quite pleased when I heard I was going to get to build this little guy for the new Wicked Pixels shortfilm that will be released by the end of the year. He's based on a real spider, but of course I have taken lots of creative license making him nice and cool and techy looking. So here you go, here's his making of...

BUT, Before I get into it I would just like to say something... Since lately there has been some debate about it. FIRSTLY I would like to say that this Spider was inspired by the amazing works of Neil Blomkamp, I am not sure if he's still at Rainmaker. But he created his Arachi-droid while working there. You can check it out at www.rainmaker.com in the showcase gallery in the calender. A lot of my creations are inspired by ALL sorts of things, and I apologise if any credit was given to me that was unworthy. I hope you can respect the fact that just to CREATE this guy in 3D is good enough. Oh before I forget I was also inspired by the work of the awesome CG Spider in Wild Wild West. Hope I haven't missed any.....
I didn't do too many design sketches for this guy, since I knew he had to look like a real spider I knew what I needed to achieve in an overall direction, in terms of the technical mechanics side I new what I wanted, and I knew there had to be tons of detail.
The MTS.Arach is a Mobile Targeting System, so he doesn't actually get down and dirty they're basically there so that Fighter Jets and other units can track where their weapons need to impact, so these little guys get sacrificed basically. They have a little added bonus to them that's quite cool, but unfortutely you'll have to wait for the short film to be released to find out what it is. They're a little bigger than the size of your hand fingers stretched out.
Modelling
The modelling process began with the legs, there were going to be eight of them and they were going to be noticed more than anything so they had to have detail, and LOTS of it. I decided to go for a polyarmour covering, like a protective coat over the mechanics instead of exposing the raw mechanics to elements. This also gave me the ability to change the look of the spider quite quickly by changing it casing, but there's more on that in the texturing section.
(Above) Sections of the the Arach's legs. These two parts, well three actually being his Lower Leg, what I call his foot and his toe. I am sure there are more spider anatomy type terms for them, but hey, come on ! Everything was modelled in normal polygon mode, for the wires and polyarmour I used nurbs.
Alright, I'll admit it sometimes I do go a little far with the modelling detail, but I knew I had 4-5 days so I made sure I used them all up and I did, here's a look at his body and head and stuff. I even added in the little chompers, not sure what they are really called, I guess I can call them teeth, those things he eats with. Anyway Here's a closer look at those. (Below)
Texturing
While I am building my models (ok this is kinda lightwave specific) I name all my surfaces, normally would be something like MidLeg.MainSurface.Brackets.Bevel, this helps me keep track of what I am doing, cause I have quite a lot of surfaces at the end. I usualy give most all things different surfaces, I know I end up just copying the same surface setting to other surfaces very often, but I'd rather have the ability to make it a different surface than not, and have to go back into modeller and try and give it it's own surface name. You know ... "Rather have a gun and not need it, than need a gun and not have it." - come on, what movie is that from ? Anyway...
(ok I don't even like guns, well real ones, it's just a little quote I am not a gun toting crazy eyed freak looking for kicks)
So back to naming, I usually break my surface naming conventions down in some sort of hierachiel tree sorta thing, how do you spell that. So the object would be Spider.Leg.Right and the surface MidLeg.MainSurface.Bracket In this case the Bracket is attached to the main surface and that is found on the MiddleLeg wich is located on the Right Leg of the Spider. Well anyway, not very exciting that.....
Ok so now I have named all my surfaces and they have weird and funky colours so I can see them easily. And from here I start texturing.
Ok a little further down the line now, I have textured most of my surfaces, I am going to show you how I go about actually surfacing a material, no maps, well not really. So everythings pretty much done now, we're just gonna do the PolyArmour that covers the main parts of the spider. It's that lovelly purple colour in the image above.
Ok, I pick a basic colour for the amour. I put some fractal noise, well it's called Turbulence, on the surface so it's not one solid colour. To get the pattern and size of the noise right I make it a funky colour so I can see what I am getting. Lightwave has a really cool surface editing thing called VIPER, it's a realtime surfacing thingy, so I can make a change and see an imediate update of my changes.
So using Viper I step by Step give my metal it's base colours, and procedural dirt and stuff. Read on the right.
Next I get my specularity looking right. I use the same layers of procedural maps in the colour channels to alter their respective specularity. Viper Rocks.
Next I get to work on the reflection I use some ray traced reflection for anything in the scene and a reflection map for that added cool metal look. The Reflections are done using the same principles of specularity, layer by layer.
Ok lastly I get to my bump mapping. Again using the same properties for the layered procedural textures, I created my bump maps. I want the dark dull areas fo dirt to be like, mud or something that has stuck to the surface so it will be bumped out. The shiner smaller parts, will be where the metal has actually been dented or scratched, so they're gonna be dented in, bumped in if you will.
So after adding bumps and dents my final render ended up looking like this.
Rendering
Ok well that's all for the texturing side of things. Now we move along to the lighting and rendering. This isn't a complex environment to light so it's pretty simple and I am gonna cover it relatively quickly, but there are some pretty pictures to look at, so that's cool *grin*
All I have in this scene is the Arach a floor and two lights. The floor is just plain white with a low specularity and about 25% Reflective. Below is a screenshot of my scene and how some of the things are laid out. I used two lights in my scene with each a different colour.
One is brighter than the other (A) it's at about 125% intensity and is a slightly blue shade of white. It is the main light and will light the majority of the scene and spider. The other light (B) is there to really just highlight edges and bring detail that would otherwise be in darkness out. I don't like to overlight my images, I LOVE contrast, love moody images, don't like floodlit stuff. Light (B) is about 50% intensity and is a pale orangey yellow gold colour. So as you can see lights A and B are almost directly opposite each other, it's a nice little lighting techinque that I use and works well with most scenes where you're showing off a model or a character. Light (A) is slightly above the spider in the scene, and light (B) is slightly below, well almost, but it should be lower than light (A).
If you want to really get to grips with your lighting and rendering, check out " [Digital] Lighting and Rendering " by Jeremy Birn and George Maestri (Editor) cool book, I have it and it's worth a good read.

Ok Well enough's enough, here are some final renders...... enjoy.
There's a cool wallpaper of this one so be sure to get that it's at 1152x864 res.
Download it Here >> SimTech Arach WallPaper
All the above renders took about 15-20mins.
Facts & Info
- There are 1 230 893 Polygons in the Arach
- Total days modelling 40 hours, about 5 days
- Total days texturing (not too sure) probably about 3
- Rendering times can range from 10mins to 3 hours
One more before you go. Little camo dude for those desert wars. Used radiosity on this one, no lights, used a luminous dome around the arach. DON'T ask how long the render took *grin*
Well that's all folks.
Please if you have any further questions or requests mail me at davewilsonstudios@hotmail.com
   
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