In
this tutorial I'm going to discribe
the three steps in the making of that
big fat Robot. The two first step can
be apply to any 3D application. The
third is more specific to Softimage
XSI, as they are the basic settings
I've used for the rendering.
MODELING
As
you can see on the wire view the overall
modelling is quiet simple.
I've start with polygone primitives and
push/pull the vertex. So i'm going to
focus on the little details.
-For
the holes, I've apply on the chosen
polygone a "local subdivision refinement".Then
I push the inner vertex to draw a circle
shape with them, and I've extruded inside....
-For
what can be called the lines of stucture,
I've selected the wanted edge loop,
self duplicate by five, and push inside
the middle line.
On
this pic (left) you can see the finished
model, with one level of subdivision.
TEXTURING
On
this robot I've decomposed the mapping
work in two main steps....The Orange parts
and the white ones.
As
I didn't wanted a neither too shiny
nor metallic look, I've used a lambert
shader.
The
3DTOTAL TEXTURES CD provides a large
choice of mapping textures. I've chosen
a brown texture and made the color variate
in Photoshop to have the orange I wanted.
I extract the texture edition in another
layer of the texture in Photoshop so
that I can paint the shades where I
want. On the alpha layer I've simulate
the paint shards.
3DTotal
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For
the white parts, I've pick the alpha
in the dirt map collection of the 3DTOTAL
TEXTURES CD.the trick was to draw the
transparancy on the alpha layer to simulate
the "erosion" around the lines
of strucure.
The
mapping of the wall is a mix of several
textures and mask picked on the 3DTOTAL
TEXTURES CD.
RENDERING
For
the rendering I've used the Final Gathering
of XSI. The scene is placed in a Half
sphere. There's only one light , sets
to zero.It's only there to emit the
photons that will bounce in the scene.
Above
these are the settings of the FG. It's
a basic and very quick setting that
allows you to have a pretty good idea
of your final render. For the final
render and a better resolution , you'll
just have to increase the accuracy values
(longer render time), and to decrease
the min/max radius (longer render time).
You
can give some color in your scene with
coloring a little bit your light.
I
hope you'll find this tutorial useful.
I've try to make it simple and clear
for any 3D software.
Stipen
This image was created using
a few of the hundreds of textures from
the Total Texture CDs - very comprehensive
texture collections priced with the
hobbyist in mind. To see more examples,
download free
samples and read full details follow
this link