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Part 4: The plastic shell

1434_tid_18.jpg
Step 11: Let's place the objects shield, body and inside in one null object and rotate them by -25° (minus!). Then we create another cube, position it like on the image and place both, cube and null object, in a new boolean.

1434_tid_19.jpg
Here you go.

1434_tid_20.jpg
Gouroud-Shading.
We name this object "Plastic"

1434_tid_21.jpg
Step 12: Now we make a texture. The plastic texture has the following values:

Colour:
RGB 100%
Brightness 80%

Transparency:
RGB 100%
Brightness: 90%
Refraction: n1.03
Fresnel active

Reflection:
RGB 100%
Brightness 20%

Specular:
Modus: Plastic
Width 100%
Height 11%
Loss 0%
Inner Width 0%

We assign the texture to the plastic. We make a ground, that we place under the plastic object accordingly. Then we create a light source, that has soft shadows. The shadow should have a "thickness" of 70%. and a map of 2000x2000. Place the light at X=1000m, Y=5000m and Z=-2000m.

It's supposed to look like this. (Antialiasing= Best, Edges= 10%)


1434_tid_22.jpg
And the body...

1434_tid_23.jpg
and the inner object.

1434_tid_24.jpg
This would be the whole object.





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