Graphics Programs Reference
In-Depth Information
Let's make a simple sketch to plan the scene beforehand, so that the actual modeling,
texturing, lighing, and composiing work are clearly understood; that way it is possible
to have a clear picture of the whole project from the very beginning, which helps a lot in
focusing the effort on what really needs it.
The previous sketch shows the elements that will be needed to create our nice render of
a ship being atacked by a few ighters, accompanied by a planet and a simple stars and
nebula background.
We'll be working on producing a believable mother ship, though we'll avoid modeling detailed
elements—Since the camera is going to be far enough away, details won't be disinguishable.
The actual shader for the mother ship will be the default one, because we're going to take
care of its look by using composiing techniques. Space ighters will be modeled ater a basic
style disinct from the mother ship, and will include a couple of simple shaders. The inishing
touches of the scene will be done by modeling and texturing the planet, creaing a simple
background with stars and nebula, and adding an energy shield to the mother ship—Even
if there are just a few space ighters, it's beter to protect the ship! Finally, we'll take all the
elements and composite them to get a more polished look than the one produced by the
render engine alone.
What Does It Do?
In this project we will create two basic models by using common modeling techniques and
applying some very useful tools that help in reducing the ime required and complexity for
some tasks.
The background for the scene is going to be composed of two elements: A planet and a nebula.
The planet itself doesn't pose a problem at all, but the nebula will give us the opportunity to
play a bit with a paricles system and perform some magic with the Node Editor.
 
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