'Maya'


Making Of 'King Kittan The Great'

by Teoh Wei Liat
 


Now it was time to model the environment. Parts by part, piece by piece, I modeled the structure and machine with simple box modeling and tweaking. I added in new ideas during the modeling progress to make the scene more interesting. I used a lot of repeat objects in the scene, such as the ladders, nuts and wires. Doing this saved me a lot of time.

Finally I took care of the beveled edges of the polygons because this is important for casting highlights in the lighting steps later on (Fig.05 – 06).


teoh, wei, liat, king, kittan, the, great, 3d , model, modeling, steps, 1,2,3,
Fig.05

Fig.06

UVs & Texturing :



I opened the UVs of the objects in the scene and fitted them into five UV sets of 4096x4096. I used a tile UV template and checked all of the objects by using a surface shader. This helped me to make sure there was no image stretching and that all the UV space was evenly distributed (Fig.07).


teoh, wei, liat, king, kittan, the, great, 3d , model, uvmaps, maps, uv,
Fig.07



Photoshop_for_3d


In Photoshop, I used a lot of textures I’d found on the CG Textures site (www.cgtextures.com) and fitted them into my objects. CG Textures is a great site that provides a lot of free textures and it really helped me a lot in this project. I wanted the textures of the scene and robot to be dirty and rusty. In order to add realism, I actually lowered the saturation of my textures, except for the ones used on King Kittan. This is because I wanted to keep the attention on him for better viewing. I really enjoy the progress of texturing and I secretly put the anime logo on the wall behind King Kittan. I think it is kind of fun to add in something special that you don’t initially plan (Fig.08).


teoh, wei, liat, king, kittan, the, great, 3d , model, textures, techniques,
Fig.08

I used some mix and match textures for the dirt and scratches. I applied a layer mode of Soft light or Overlay on top of the base color to achieve more natural textures. For the specular and bump map of the textures, I converted the color image into grayscale. Then I reduced or added more black and white tone for the textures (Fig.09).


teoh, wei, liat, king, kittan, the, great, 3d , model, texture, techniqes,
Fig.09

For shaders, I only used a basic blinn shader. I mapped in the color, bump mapping and specular color channels for the shaders. I used mental ray mia materials for some of the chrome and metal parts (Fig.10).


teoh, wei, liat, king, kittan, the, great, 3d , model, applying, maps,
Fig.10

Page 2




 

 
 
 
 
 

 

s