Tuesday, 6 December 2011

Walk through (part 2)




For the doors and picture frames I created a rectangular polygon, then added several edge loops using the edge loop tool. I then extruded several of the faces to create the appearance that I needed for them. I then duplicated them to place them around the building.




For the chandelier, I used the CV curve tool to draw each separate part, then used the revolve surface tool (then deleting the history). I then duplicated the separate parts then turned the rotated surface to a polygon. I then assembled the chandelier. Finally, I duplicated the object and placed it further along the hallway.





I then began to texture my layout.
Firstly, I gave my surface either a lambert or blinn surface in the hypershade, depending on whether or not I wanted it to stay mat (lambert, used for wood, rock ect) or be slightly shiny (blinn, used for picture frames, doors, chandelier, metal.)
I then added the checkers to my object to make sure that the surface was unfolded correctly. then, I moved into the UV editor where I unfolded my objects and sewed the necessary edges back together, checking to make sure the surfaces where facing the necessary direction. I then took a snapshot, which I opened in photoshop and painted my textures too. I then back in the hypershade added the painted textures to the polygons by adding a file to the lamberts / blinns and onto the objects.



I then added point lights for each of the lights on my chandelier, changing the light colour to green to contrast the red carpet and give the room a horrific ambiance. Finally, to light up the scene a little I added an ambient light, again a green yellow for the required appearance of my scene.



Afterwards I added the cameras, freezing camera_1 as I didn't need to animate this one throughout.



throughout all this I created a layer for each group of objects, so that my scene was neat and tidy and organized and that I could edit each and not have to worry about damaging anything else in the process.

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