Monday 28 June 2010

Monday, 28 June 2010

Textured the model of George Elm, and created all the shader’s. Luckily I can reuse the shader’s and a lot of the geometry for the characters of Darren Elm and Ian Elm. Here are some renders of the Bone jewellery and first render of the cowl, which I latter edited to use the Specular from the skin shader texture as the Specular level, to really show the dried grass in the cowl up-close.





And the final cowl



Here I have created a leaf shader originally a skin shader reedited to gain the nice back scatter effect of a leaf when held up to light. I will reuse the shader for the foliage of the environments latter.




The final model of George Elm. I tried rescaling the character to the 4mm tall version, but found a lot of problems not only in the shader, such as problems viewing the character using the perceptive Viewport, which I would use a lot during animation, (a way round this would be to use a camera and adjust the clipping but this would take a lot more unnecessary time) and also the speed of rendering is greatly increased having to work out the light of such a small object. Consequently I have decided to work on the Elms at a real world size, so George Elm will be the same size as his counterpart George etc, and compose the shots of them all together afterwards. Such as the shots of Darren and his alter ego looking at each other. Although making it slightly more difficult with timing between the characters, I think the time it takes out ways the time it would take to readjust the shader’s and cameras plus problems with animation at a small scale (they may be other ways round this which I am unaware of).

Anyway here are some renders of George Elm Final





A wire frame




And face close up

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