specular painting
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hi, this is an attempt to paint specular onto an image.
so I'll start with a cube, always a good place to start, have patience guys. |
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as you can see it is ready to extrude into 'something'
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the tool sttings are 'faces together' but thats not important for the method i'm using here
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you can not see in the above but i have chosen to draw in the curves to extrude faces to
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i've selected 'faces' then he curve and then 'extrude face.'
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the result of the extrude face
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with the virtual slider I have incresed the divisions and it follows the curve
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then with he virtual slider I have 'tapered' it, maybe a little 'twist' too
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a few more of the same and I start on the top
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until I get this
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not real happy with the shape I draw another curve and
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get this
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by now you are sayig, 'what is this..?' patience!~ and then I go to the poly menu-smooth
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and I get this
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i delete the history of this thing
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go to 'show' and select 'none' and then 'curves' and then delete the cures because I am not so interested in the shape of what is to come but the specular highlights, I could use the curves to change the 'branches' later but this is not about modelling as such.
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I duplicste e few of the trees (yes that's what hey are, the maguc forest)
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go to the top view and move them around forest like
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addd a ground plane and scale a few trees to force perspective
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add a camera so I can see what I'm doing outside 'perspective' and for a change of environment colour later which will be important with refractions
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two views, two heads are better than one, perspective and camera 1
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the ground plane needs a texture, I chose 'concrete' but that's not what I'll end up with because...
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I click the blinn node and click the 'inputs and outputs' icon to see the conections so I can
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drag the file onto the blinn node and when the contect conections menu comes up I chose not colour but 'bump map'
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up comes the bump map node and I click it or 'control A' to get to the attributes and set it sort of high, well higher than concrete anyway
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lup it comes and I set the bump depth at '.3'
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we need light so I add a piont light
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let there be light
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I set a light blue colour for 'enviroment' on camera 1's attributes
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I go to the piont light attributes and give a little yellow for the sun and for 'shadows' pick a dark blue, nearly black, to give a better and more realistic shaow because of the blues reflected from the sky in the 'real world'.
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give it a render and see what i have got
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go to render globals and tick refractions then render to see what a have
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the render, clearly the sky is giving some nice refractions to the ground plane, but this is where this wIP begins. I will be painting on specular colour next, but that will have to wait for a little while as I have to go out and do some stuff like pay bills ect.
we will seee how the results of that are later. maybe the shadows could be a little more darker blue?? |
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I bring up paint 3D attributes and change the settings from paint 'colour' to paint 'specular.'
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then i assign the 'assign texture', i used 512 for this.
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I chose black to flood the ground plane and then I...
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flooded it and choose white to paint the specular colour on with..
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I adjusted the brush to suit with middle mouse button and 'b' keyboard and started to paint on the paint on the specular colour
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giving it a sort of river shape or something like that, if anyone can improve on any of this that is why it is here, it is not a lesson as such...
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I rendered it to see what I got, refractions are on in globals
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