04.02.2014 Views

3d art

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30 mins<br />

render time<br />

Resolution:<br />

3,888 x 2,592<br />

o The texture maps once<br />

added to the material<br />

p Adding the sky image<br />

for lighting reference<br />

q Preparing the Spitfire<br />

to render in layers<br />

r Rendering the Spitfire<br />

Rendering<br />

Bringing the Spitfire to life<br />

20 Assembling the textures in modo<br />

In modo, if you haven’t done so already, assign the Spitfire<br />

a material with a unique name. Expand the Material group<br />

and use the Add Layer tab, then scroll down to Image Map<br />

and load one of the textures that you created. Do this for<br />

each map thereafter until all of the textures are loaded o.<br />

21 Adding the sky<br />

We now have to decide on how to light the Spitfire. We’ll<br />

use our backplate as reference in modo. In the Shader<br />

Tree, expand the Environment group. Use the Add Layer<br />

tab to load the ‘sky.jpg’ image. In the Texture Locator tab,<br />

change the Projection Type to Front p.<br />

22 Boosting the lighting<br />

We already have a Directional light, but we’ll add two<br />

Area lights to help fill in some of the darker areas. The<br />

first will be positioned below, to create simulated light<br />

bounce from the clouds, and the second as a light fill<br />

opposing the Directional light. Set to Physical Sun with<br />

London as a location and set the time to 17:30 with the<br />

North Offset at 150.<br />

23 Adding render outputs<br />

The Spitfire will be rendered in layers. Expand the Render<br />

group and use the Add Layer pull-down to add a new<br />

render output and set it to Ambient Occlusion. Do the<br />

same to add Reflection Shading, Specular Shading,<br />

Transparent Shading and Diffuse Shading (Total). In<br />

the Render properties, enable Indirect Illumination q.<br />

24 Rendering<br />

Hide the sky layer for now. Rendering will be done in two<br />

stages. The Spitfire first, then without moving your render<br />

camera, the propeller place holder, which will be used in<br />

Photoshop when we add the propeller blur. The default<br />

options will be okay, but Antialiasing can be turned higher<br />

to 32 samples/pixel if you prefer r.<br />

Target the lights<br />

To make it easier to keep the Area lights concentrated on<br />

the Spitfire, create a locator by going to New Item>Locator.<br />

Select the Area light and then the locator and, in the<br />

properties of the light, select Set Target. Now when you<br />

rotate the lights, they will move wherever the locator<br />

moves. Just add the locator to your Spitfire group.<br />

p<br />

q<br />

o<br />

r<br />

232

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