Showing posts with label Rough. Show all posts
Showing posts with label Rough. Show all posts

23.9.11

some rough materials

UPDATE


...................................................................................................................

did some more cleanup and refinement of the mesh, working out the kinks of measuring in real-->3d, used an image to get the primary size and shape and now measuring (with a vernier caliper) to get the size of the phone.

The silver trim is made with a incidence in the shiny port of a modified phong shader (preset manager - a grey plastic). The black plastic on the bottom is made with the same material I used for the buttons. I modeled the ridges in the middle button,
rather than try to do them with a texture/bump map, although I think I will do that for the rest of the rough/textured surfaces on the phone.

16.8.08

Long shot rough

ZAPOPATHIC: Breathing and Concentrating
  • too dark
  • not sure of the affect it has
  • missing light bulb
  • may add crowd
  • may add additional lights
  • velvet pillow needs work
+ textured, label
+ good atmosphere



LS rough from Arthur Dent on Vimeo.





*working on the light bulb, have to add another PASS, a BEAUTY PASS so that I can see whats going on, currently I have a DIFFUSE PASS so that I can render Ambient Occlusion and Composite the DIFFUSE, AMBIENT, & HIGHLIGHT PASSES together.

this is a bit thrown together from a post I saw on XSIbase, the gist of which (from what I gather)
is that you Composite a color PASS with an ambient occlusion PASS. I also determined, I'm not sure how, that there should be a SPECULAR PASS. I looked around in the preset PASS list and found that there was a HIGHLIGHT PASS, so I used that. These PASSES are set up using OVERRIDES to add or subtract (I think) material parameters. So in the case of the HIGHLIGHT PASS, the Diffuse and Ambient parameters of the materials are Muted.

*The lightbulb has issues in and of itself... the spiral shape doesn't lend itself to easy manipulation other than with PROPORTIONAL MODELING.

*some of the questions I am asking myself right now are, should I make a new BEAUTY PASS, so that I can get all of the illumination that I need? What should I do about the lightbulb socket? It doesn't look good right now.

*have to work on the velvet pillow

4.8.08

Working on the walk cycle ( comments on Vimeo); there are a number of things that I did with this that are probably a waste of time although I guess I'm learning,

  • constrain the effector on the arm chain to a curve

I could have accomplished this just by normal animation, although
its very easy to cycle, and it mightlook better.

makes a bit of a mess in the scene

  • duplicate in symmetry the setup from the left side
This is just a pointless waste of features in this case.. in my opinion/ quick though

  • used a curve to generate the bone structure for the arm
This is also a waste of good features, although again it seems to work well

One thing that I found is that the constrain feature gets you into
trouble when trying to pose the skeleton with multiple
bones
  • rotated the upper body to accentuate the arm movement +

  • enveloped the "sleeves"/boot to the bone
this might have been accomplished better and I'm not sure how, maybe if I constrained the cluster "boot" to the root null

there are some problems with this envelope when it is tested under X-treme conditions: for instance the arm itself buckles with 40 degree bending, maybe I could use a bend modifier, don't know, have had difficulty with the bend modifier before













walk1 from Arthur Dent on Vimeo.