This
is a tutorial meant to give away some tips
and tricks I used throughout the creation
of the "Water Generators". I will
not go in too deep on any subject (lighting,
modeling, texturing, etc.) as there are already
a lot of great tutorials out there, we will
just be taking a look into some details I
think could help some people out there. This
is my first tutorial so be forgiving.
Before
I begin I always like to create a little story
behind the image, this helps me to understand
my characters or environments so I can clearly
identify what should be there and what should
not. The tale of this piece is that this alien
race (whatever name you give them is fine)
needs to expand. They go out in search of
planets suitable for life, however there are
some planets that need a little work, so they
take some few thousands of these islands (the
water generators) and scatter them around
the surface of the planet carrying seeds and,
of course, the technology to create water;
you can watch in the Discovery Channel (great
source of inspiration :) ) that water estabilizes
the temperature of the planet and plants generate
oxygen and... well, you know. There´s
more of this but you get the point.
Ok,
the first part holds no secrets. Sketching
is the beginning of everything and as far
as I am concerned nothing can replace the
good old paper and pencil. Here are some of
the final sketches for the islands. Of course
I will save you the pain of countless other
pencil drawings that lead me to this.
Here
is the protruding "face" of the
islands. This is the basic shape of everything.
There´s 2 to 3 faces like this on evrey
island and on the structure over the main
generator. I modelled this extruding edges
and moving verts. After the first one was
completed I just cloned and tweaked it so
that other faces would not look exactly the
same.
You
should know that I had a very tight deadline
for this image (5 days : / ) so I had to keep
the modeling to a minimum. I chose the angle
in which it would be seen and modelled only
the part of the island visible in the shot.
There is nothing behind or in the top (other
than a hole). This works fine for a still
but I just can´t use it for animation.
Ok,
here´s something interesting. Take a
look at how I used the cilindrical gizmo to
texture the island. I rotated, moved and scaled
the gizmo so that I would have the whole front
of the island clear and simple to texture
for the shot. I tried all possible mapping
types (planar, box, spherical, etc.) and this
gave me the best results.
This
is the image that texporter gave me to texture:
I
had to go out and hunt for some textures.
I don´t own any texture libraries (as
I should) so I took about 20 photographs of
cliffs, rocks and walls, everything that looked
"rocky" to me. If you can get your
hands on some texture CDs do, they can save
you time and sometimes minutes can be precious.
You can get the Total Textures libraries here
in the site (and no, they didn´t pay
me to say that).
3DTotal
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After
some color correction and a lot of editing
I got the color map. I tweaked it a little
and used it as a displacement map. Here´s
a little note about displacement: I don´t
think of it only as a texturing tool but also
as a modelling technique. What can I say?
I love displacement. Final Render Stage 1
came to the rescue here, it renders pretty
fast with very nice results.
Notice
the black shapes in the center of the displacement
map? I didn´t want the faces or the
stairs to be affected, so I painted them black.
I also added some noise as bump to give the
sensation of more detail.
Ok, so the basic body of the island is ready.
The tree was really simple actually. I made
some splines and lofted them along a straight
line blending between the shapes, then I curved
the path and voilá we get a tree. The
extensions were made either by extruding the
edges or by making separate lofts and welding
vertices together.
The
roots were made as separate pieces, they are
not really attached to the tree, but you can´t
see that in the image :).
Here´s
a little viewport wireframe of the tree with
a light meshsmooth modifier applied to it:
The
structure over the island follows the "face"
principle. There are no real secrets in this,
it doesn´t even have displacement. I
just used noise (turbulence) as bump and color.
Now
this is nice, at least I think so :): the
plants. Ok, the first thing I wanted with
the bushes was to avoid the flat look of a
real photographed bush with an alpha channel.
See those strange red objects? Well, those
are 5 non-renderable objects meant to contain
the bushes, they are actually spheres modified
with edit mesh and soft selection. I created
4 particle arrays that would fill these containers
with particles.
The
main "leaf" object is this (Right).
Just 4 spheres put together with some scale
variation.
I
used a random rotation and some variation
in its scaling to avoid "patterns".
Now, why 4 particle arrays? I used 4 colors
to fill the bushes, a dark green, a mid green,
a light green and a red with different settings
on the specular
level and glossiness. Every one of the particle
containers (the red objects)
was filled with a rate of 3000 dark green
particles, 2000 mid green particles,
1000 light green particles and 500 red particles
(to serve as berries or flowers).
Here´s
a closer look at the bushes:
Many
particles seem to be floating around, I added
those little branches later in Photoshop to
make them look attached to the body of the
bush. To avoid a 3dsmax crash (I sadly only
have 256 MB of RAM) I had to render each bush
separately and added them later in Photoshop.
I used the body of the island and the tree
as a matte object to retain the shadows and
to have the bushes "cut" where needed.
For
the lighting of the scene I first though of
using global illumination... I quickly discarded
this idea because of time. Micro triangle
displacement (as Final Render´s) + GI
= HUGE render times. I had to solve this by
faking it with omnis. There is a main direct
light to serve as the sun and a lot of little
omnis which cast very blurred shadow maps
around. I also added some green and blue lights
inside the island to make you believe that
there is "something" else inside.
The top and front views of the light setup
is here: