This
tutorial concerning "made from
junk" begins with a slightly apologetic
disclaimer in that I created this
character with absolutely no concern
for poly count, nor texture space. Also
there was no character rigging involved,
or constrants set up so if you try to
animate him - well, to animate him,
you'd better have a honking system anyway
because this sucker is over half a million
polys. That having been said, the most
important aspects of creating this character
were in the modeling and texturing.
M
O D E L I N G
The
wireframe view shows how I spared no
expense for polycount . I actually started
with a human figure model, and created
a pose that I wanted, using a lattice
to deform the upper body more to the
exaggerated size of the character. (From
time to time, I would hide and unhide
this reference to make sure I was building
him in the right direction.)
Most
of his components come from primitives,
with extensive use of the following
tools: (Under modeling:) extrude edge/face,
split polygon tool, and the append to
polygon tool.
Extruding
faces is invaluable for this, because
so often a primitive that you're working
with can be easily added to or reshaped
with this tool. Split polygon helps
divide those surfaces the way that you
want them, and "append to polygon"
helps you make connections between different
primitives that you combine.
It
will help your character creation considerably
(in Maya) to realize that the modeling
tools aren't only under the modeling
menu. Many of the tools that you use
to animate, can also assist you greatly
in modeling. (Under Animation:) Tools
like Deform/ Lattice - which helps you
shape things a lot easier. Blend Shape,
and the non-linear bends, flares, twists,
and waves are excellent tools for building
your model as well. Just don't forget
to delete the history once you've found
a shape you like, or you could end up
with some serious lag time in moving
around your views.
T
E X T U R I N G
The
whole reason I created this, was to
try out some new textures that were
taken with digital cameras by myself
and a friend at the Las Vegas Air Show
last year. We were in and out of planes
- practically climbing
all over them, and were frequently asked
by paranoid military types if we were
planning on building our own planes
with as many photos as we were taking.
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I
pretty much used the standard ways of
mapping for this, mostly planar or cylindrical
mapping, with an occasional spherical,
or "create UVs based on camera"
thrown in here and there. (The metallic
textures were mostly blinn shaders.)
What I experimented with quite a bit
was how the maps that I had created
could be applied to different aspects
of the shader in the attribute editor.
I ended up with many different combos
for each shader, but found one formula
imparticular to work really well for
the metal in this model. My texture
map was applied to both color, and reflectivity,
while my bump map was applied to - bump,
diffuse, and specular color. This really
helped the metal to shine where it was
needed, and kept the reflectivity under
control considering the dense mass of
objects involved.
While
any one object I created could have
anywhere up to 13 shaders applied to
it, it's not quite as bad as it seems.
You can get away with it and keep your
render time down if you reuse textures
a lot. Thirteen doesn't seem like too
many, when you consider that the entire
robot uses 70 textures total.
L
I G H T I N G
To
light the scene, I planned on only using
3 spotlights, but went with 4 in the
end, as I was having difficulty getting
the top part of him to show up enough
with only one front light. Two warm
lights were up front, (colors shown
in reference) and two cooler lights,
1 greenish tint and one bluish tint
from each side and behind the model.
( I was using Maya Software instead
of Mental Ray because I'm a glutton
for punishment!: P ) in front - the
two lights are casting Ray Trace shadows.
The background is made up of 3 flat
polys forming the shape
of the corner of a cube. ( I shaded
them with a lambert off-white shader.
) The combination of the colored lights
at different intensity settings made
for the nice minimal background look
I wanted, and keeping the "shadows
on" with the front two lights only
gave me the shadow shapes I wanted on
the walls and the floor.
R
E N D E R I N G
Really
not a whole lot to add here, except
when using Maya Software to render,
make sure that you pay attention to
the shadow settings under the Ray Tracing
Quality when rendering objects with
many highly
reflective materials applied. The defaults
are set strangely as is the case with
a lot of the presets of Maya, but even
for something as detailed as this I
got away with a setting of 1 for reflections
and refractions, and 2 for
shadows (since the minimal background
would primarily accentuate the shaded
areas). The rest of the image, added
text and design work, was created in
post work using Photoshop. In the end,
there were no "cleanups"
of the character itself in post, because
I strived to make it work fully in the
render so that I could render him as
large as I wanted. Post work is great,
just be careful not to depend on it
or you may be creating a lot of busy
work for yourself later.
Well
- that's about it - and thanks for taking
the time to read this article!