Graphics Programs Reference
In-Depth Information
7. For the other text object we just need to select it, go to the Object Data tab in the
Properties Editor , locate the Font panel, and select the already loaded font from
the drop-down menu that appears after clicking on the icon of a document with an
F inside.
Since our scene was created empty, there is no light object to "light" our objects.
8. Let's create a point lamp. Open the properies sidebar ( View → Properties ), locate
the Transform panel, and set the locaion values as X: 3, Y: 2, Z: 5.
9. We can now take a few seconds to render the image and see it done; it's simple,
easy to read, and we added a litle bit of detail by using a nice font for it.
10. To finish this part, let's save the image. Go to Image → Save As , locate the folder
of the project, and save the image as intro.tga (the format must be selected
from the drop-down menu on the left sidebar of the File Browser ).
Objective Complete - Mini Debriefing
We just worked out a very simple scene with a couple of text objects to be used as the intro
and closing image for our final video. It is important to use very short texts in this intro to the
reel, since we only need to display our name, the kind of material that the reel showcases, and
how to get in contact with the arist, in case the viewer likes our artwork and decides to hire
us. The reason to use the same image in both the intro and the end of the reel, is to make as
easy as possible for the viewer to ind that informaion whenever he/she wants.
Creating the Studio Setup
We are going to showcase our artwork and highlight the modeling part of it, so we can easily
create a "template" scene, which will be duplicated later to show each individual piece of
artwork separately, but keeping the whole look enirely uniform.
Engage Thrusters
1. Open up a new instance of Blender, rename the default scene as template , and
save the file as template.blend in the project's folder.
2. Delete the default cube in the center of the scene and, after making sure that
the 3D Cursor is posiioned at the 3D World's origin, add a new Plane ( Add →
Mesh → Plane ).
3. With the plane selected, switch to Edit Mode , select all the verices, and scale it
up by a factor of eight. In the Properties Sidebar ( View → Properties ), locate
the Item panel and rename the object as floor .
Since we want to create a studio setup, we need to use a special trick for the floor's material.
 
Search WWH ::




Custom Search