I added in some extra details, like the support cage around
the glass of the cockpit and also some vents and pipes at the back. This
brought the vehicle to a total of 3434 triangles.
I then started to make an environment for the vehicle. I
wanted to place it in a garage/dock setting. There would be doors on either
side of the run for entering and exiting, and then a platform for getting in
and out of the vehicle. I found that it was difficult to decide exactly what exactly
should be put in this garage, as I hadn’t decided if it was a racing type of
vehicle, or one for personal use. I
place in some benches that could work as storage or work areas for repairs.
However, James came back to look at our projects so far and
offered some feedback on my vehicle. We came to the decision that it would be
much more exciting to have an action shot of the vehicle, with it flying in the
sky, tilted, for the final images. I was
very enthusiastic about this as I could see that it would work much better than
having the vehicle sitting static in a room.
I then concentrated on getting the textures done. I painted
the diffuse, while looking at the references I had found. I spent lots of time
on the diffuse and specular maps. And I also used the normal map to add in
dents and extra little details onto the ship. Also found a free futuristic font
to use for the name of the ship.
I also followed the given tutorial to set up the DDS
cubemap. This was after I painted the clouds for the skydome I made. I found
that the panoramic shots I had before were not a high enough resolution to use
for this purpose.
I had decided to use the Xoliul shader for the final shots.
Once I figured out a slight problem with my normal map, I got the reflections
and materials to look a lot better in the shader settings. Also made a quick tillable
ground texture so there would be some other reflections on the vehicle, I didn’t
plan to show off the ground in the final shots.
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