I had th choice of making th environment out of a plane..... adding loooooads of subdivisions and shaping it up with ths sculpt tool, but i thought to myself.... that's jus gona be loads of poinless polygons, and end up realllly slowing my scene down, which would really affect my animating ease....... Sooooooo I've decided to make its from scratch out of a poly cube, jus like my characters............


So this is the first signs of the structure growing, this will be the cliff sort of bit where the animation starts off.............



Also decided I decided I'll do a bit of cleaning up at the back of the model... too many unneccesary lines, which will increase the poly when not needed when I smoothed..............

Increasing the area around the two cliff bits, and moving onto the outer regions of the scene........
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Ok so the scene is now finished........ I would have liked to done more to it, make it look nicer, but I'm really running out of time now.......... so moving along to texturing.................
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Because I'm gona be rendering with Mental Ray this time round, I have a problem with lighting..... because I will have the animation in a sphere (which will be used for the sky), it creates a huge shadow onto everything when raytrace shadows is turned on if I use certain lights, ultimately making the render shots pitch black...... so to solve this problem I have found out that I need to go into the attributes of the spere and turn off 'Cast Shadows'..............

Above you can see that the sphere also recieves shadows.... which we don't want, seeing as shadows can't exactly be cast on a sky......... so for this I also had to turn off 'Recieve Shadows' in the sphere attributes.........
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Moving onto texturing...........

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I had a problem with the sky texture, where there was a line appearing in the middle of the sky, due to it being the other end of the UV map............
To solve the problem, in photoshop I just copied and duplicated a block of colour from the center of the previously created texture, and placed them at each ends of the UV projections....... centering them to the edges, so that when the texture is applied, you get the colour jus carry on.......... I then had to blend in the colours to the test of the texture..............
Ok, now time to make a moon.................


Even though I'm running out of time, I also needed to at least make a tree in the environment to place the Apple characters onto.............

Again the projection of the UVs was done quickly from one side (the side the tree will be seen from in the animation), I don't have time to do them properly, so I'm just gona be carefull not to make the texture file where the colours looks like they are reocurring on the other sides of the geometry in an obvious way.........
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