At this point I decided to add the roots to the tree and to do this I used several cones. I made each of these different dimensions but still tried to keep them in proportion. I also applied a bend to several of these shapes, each with a different angle and in a different direction.
Afterwards I went on to create the wildlife as I also listed this as a task for this week. I started on the butterflies and so used the line tool so I could complete the spline technique.
I then converted this to an editable poly, selected the polygon icon and extruded it before capping the edge. However, when I rotated and moved the object I did find that the shape became elongated and so had to use the scale tool to correct the proportions. When I was pleased with the shape I decided to create the butterflies body and to do this I used a capsule. I made the capsule quite long and narrow as butterflies bodies usually are, especially in comparison to the wings. After this I used a cylinder to create an antenna. For this I used a very small radius so it was a lot thinner than the body and made the shape quite long. I then applied a bend as I felt this would help to make it look more like an antenna. When I was happy with the appearance of the body parts separately I placed them together, cloned the wing and antenna and placed them parallel on the other side to make it look symmetrical and placed it in the scene.
I used the exact same process to create the second butterfly. For this one I used a different shape of wing as different species of butterflies are different shapes. I was quite pleased with the outcome of these, even though they did take quite some time to complete.
Next I worked on the dragonfly. To do this I started by creating the body. For the middle section I decided to use a capsule as I felt this shape would suit the dragonfly’s body well. I made the capsule length quite long in comparison to the radius to try to make it in proportion. Then I added a sphere for the head. I changed the radius to 3.829 once I had drawn it as it would then be in proportion to the body. The last stage of the body was to create the tail and for this I used a cone. I made the dimensions of this 26.487 long and the smallest radius 0.33 so the tail went into a smooth point. At this stage I was happy with the appearance of this so I went onto the next part of the dragonfly.
I then started to create the wings of the dragonfly. I decided to use the spline technique to do this as I felt it was the best way to create the shape I wanted. To begin with I drew the outline using the line tool and converted the shape to an editable poly.
I then extruded it slightly to get a third dimension and capped the open side. When I aligned the shape with the body I found the wing was too large and slightly out of proportion and so I used the scale tool to correct this. When I was happy with the proportions I cloned it and placed it underneath the other to create the double wing. I then cloned both of these together and used the rotate and move tools to place them symmetrically on the other side.
Finally I added eyes to the dragonfly. I felt the best shape to use for this would be a sphere as it would be realistic. When I was happy with the dragonfly I placed it at the front of the scene.
Afterwards I went back to the heron as I felt it needed a few additions. Firstly I added cones to the top of the legs to improve the join between the body and leg. I decided to use a cone for this as I felt it would be best to get a gradual decrease in size which would lead the viewers eye from the body to the leg.
I then decided to add the bird’s eyes. To do this I used a sphere as I felt it would be the best shape. I made it quite small as I felt this would be a realistic size and then placed one either side of the head.
The final step on creating the heron was to add the feathers to the head. To do this I used a long, slim cone with a fine point. I created this with one radius of 0.549 and the other of 0 with the length of 13.018. I then applied a bend at an angle of 84. Afterwards I aligned the cone at the back of the head and when I was happy with the shape and size I cloned it several times and arranged them using the rotate and move tool. I was pleased with the appearance of the heron at this point and so decided to go on and work on a different section.
Next I decided to add the surroundings of the lake to the scene. For this I chose to used a plane and place it under the lake. I increased the number of segments to 40 in length and 40 across the width. I then made it into an editable poly and used the soft selection tool and increased the falloff to 100. I then used the soft selection tool to create hills and dips in the land. This took quite a while as I had to make minor alterations to the plane and other objects in the scene to make them all visible and properly aligned with one another. Eventually I got the scene to look how I wanted it to; however from this I have learnt that it would be better to create and edit the plane first.
Afterwards I went on to adding materials to the scene. To start I applied a material to the lake. I chose to use the transparency shader as I felt this would work well. I chose the material to be pale blue and with a specular level of 0 and a gloss level of 10. I then set the opacity level to 66. When I applied this and rendered it I was not happy with the appearance and so will need to work on this further at a later date.
Next I went onto the textures of the bird. I started by creating the eye texture. To do this I used the anisotropic shader in black. I set the specular level to 80, gloss level to 20 and anisotropic level to 50 so there would be a slight shine to the eye as I thought this would look quite effective. For the beak and legs I used the blinn shader as I did not want the finish to have a shine. I set the specular level to 0, gloss level to 10 and softness level to 0.1. I was pleased with how this looked and so decided to continue with the image.
I then applied the material to the trunk of the willow tree. For this I used an image of bark from the internet as I felt this would be the best option as I would not be able to create a realistic bitmap myself and I could not find anything suitable in the material editor.
I used this image as the diffuse map and bump map as I felt this would be the best way to get the texture I wanted. I reduced the size of both the maps and selected the bump amount of 200. When I rendered the image I was very pleased with the appearance of the trunk.
After this I tried to add a bitmap to the trees in the background. For this I used a bitmap image I drew of a leaf pattern.
I used this bitmap as a diffuse and bump map to try to get the colour and texture. When I applied it to some of the trees and rendered the image I was unhappy with the appearance of this as I felt it was quite unrealistic. I made alterations to the coordinates to change the bitmaps size and changed the bump amount, but despite this I could not get the look I wanted. Due to this I went onto another part of the image and plan to come back to this later.I then wanted to create the texture for the top of the reeds in the lake. For this I once again used a bitmap image, but this time only as a bump map.
I had to reduce the size of the bitmap as the spheres were too large and made the objects look unrealistic. I used the blinn shader for this as I did not need to add any specular level to these objects. I chose quite a pale brown as this is the colour I always imagine reeds to be. I set the bump output value to 150 to get quite a depth and allow the shadows to show the uneven surface well.
The last step for the reeds was to create the material for the stem. I used a similar shade of brown as I did for the top of the reeds so the two sections linked to each other. Also, I used the blinn shader again with the same settings as the other part of the reeds for the same reason. I was pleased with this part of the image and so decided to continue.
For the butterflies I decided to draw out my own material bitmaps to be used for the diffuse map on the wings for two reason; firstly I would be able to get the exact wing pattern I wanted and also I could create it to fit onto the shapes I drew for the wings. However, I did look on the internet at images of butterflies and tried to create the ones I chose quite realistically. I tried to pick patterns which would contrast the background to help them stand out as they were quite small.
When I applied these bitmaps to the wings they did not align as I had planned, despite spending a lot of time changing the coordinates. In the end I did get them in reasonably suitable position, but I will come back and change this if I have time.
After this I created the textures for the dragonfly. To start with I drew a bitmap for the wing.
I added this to the diffuse map, but like with the wings of the butterflies I could not get it to align properly. When I applied the transparency shader and set the opacity to 80 I was pleased with the affect it created and so decided not to make any other alterations.
I then went onto the dragonfly’s body. On the tail I created a striped bitmap as when I looked at images on the internet they had these patterns. I decided to use a bold blue and black for these stripes as I felt this would make it stand out from the rest of the scene.
I used this as a diffuse and bump map. I changed the coordinates of these maps carefully so that it was in the exact position I wanted to make the tail look realistic. I then set the material to a blinn shader with the specular value of 40, gloss level of 10 and softness level of 0.1 so I could add a slight shine to the surface. I then used another material sphere to apply the exact same settings apart from the bitmaps for the rest of the body. Lastly, I applied a material to the eye. For this I used the same material as I did for the bird’s eye.
I then went on to apply the colours to the body of the heron. For the main part of the bird I applied the blinn shader with white as the colour. I used the settings to get a dull surface by applying a specular level of 0, gloss level of 5 and softness level of 0.1. I then went onto the head feathers where I used the same settings for the body, but set the colour to black instead. For the wing I used 3Ds max preset of the gradient bitmap for the wing as I felt this would look quite effective. I did make some changes to the bitmap settings to get it how I wanted it. I am please with the appearance of the heron as a whole and will now go onto another part of the image.
At this point I decided to go back to the material on the lake as I was not completely happy with its appearance. I did some research and found that the raytrace material may be effective here. I selected this from the material list and left the preset of the phong shader in place. I set the ambience to black, the diffuse colour to blue, the reflect colour to white and the luminous and transparency colour to black. I used the specular level to 50, gloss level to 40 and softness level to 0.1. I made the reflect value 500.
At this point I felt that the lake looked quite good, but a bit to flat for a lake. Due to this I added the wave bitmap as a bump map. I then reduced the bitmap settings wave length and wave radius. At this point I did find that not all the grass blades and reeds met the water and so I corrected this. When I was happy with the ripple appearance I decided to go onto the next part of the image.
Afterwards I went onto lighting the scene. I decided to use and omni light as I felt this would recreate sunlight well. I placed one in the scene, but when I rendered it the front was in shadow. I did add another at the front to highlight the reeds and grass, but I am still not happy with the appearance and so I decided to go on and come back to this later.
Lastly this week I went back to work on the background trees. I removed the diffuse map and increased the bump values to try to improve how they looked. I felt this did look better as it no longer stands out too much and so applied this to all the background trees, but just in a different colour and the second had a lower bump value.
I had to reduce the size of the bitmap as the spheres were too large and made the objects look unrealistic. I used the blinn shader for this as I did not need to add any specular level to these objects. I chose quite a pale brown as this is the colour I always imagine reeds to be. I set the bump output value to 150 to get quite a depth and allow the shadows to show the uneven surface well.
The last step for the reeds was to create the material for the stem. I used a similar shade of brown as I did for the top of the reeds so the two sections linked to each other. Also, I used the blinn shader again with the same settings as the other part of the reeds for the same reason. I was pleased with this part of the image and so decided to continue.
For the butterflies I decided to draw out my own material bitmaps to be used for the diffuse map on the wings for two reason; firstly I would be able to get the exact wing pattern I wanted and also I could create it to fit onto the shapes I drew for the wings. However, I did look on the internet at images of butterflies and tried to create the ones I chose quite realistically. I tried to pick patterns which would contrast the background to help them stand out as they were quite small.
When I applied these bitmaps to the wings they did not align as I had planned, despite spending a lot of time changing the coordinates. In the end I did get them in reasonably suitable position, but I will come back and change this if I have time.I then went on to create the texture for the butterfly’s bodies. For this I used one of the preset materials as I felt I would easily be able to create the texture I wanted and therefore did not need to create my own. I used the dent preset for the bump map and applied a slight bump of 40. I applied this on the blinn shader as I felt that the butterfly’s body would suit the matt finish and used the specular value of 0, gloss level of 10 and softness level of 0.1. I am very pleased with the appearance of the butterflies and so will move on.
After this I created the textures for the dragonfly. To start with I drew a bitmap for the wing.
I added this to the diffuse map, but like with the wings of the butterflies I could not get it to align properly. When I applied the transparency shader and set the opacity to 80 I was pleased with the affect it created and so decided not to make any other alterations.I then went onto the dragonfly’s body. On the tail I created a striped bitmap as when I looked at images on the internet they had these patterns. I decided to use a bold blue and black for these stripes as I felt this would make it stand out from the rest of the scene.
I used this as a diffuse and bump map. I changed the coordinates of these maps carefully so that it was in the exact position I wanted to make the tail look realistic. I then set the material to a blinn shader with the specular value of 40, gloss level of 10 and softness level of 0.1 so I could add a slight shine to the surface. I then used another material sphere to apply the exact same settings apart from the bitmaps for the rest of the body. Lastly, I applied a material to the eye. For this I used the same material as I did for the bird’s eye.
I then went on to apply the colours to the body of the heron. For the main part of the bird I applied the blinn shader with white as the colour. I used the settings to get a dull surface by applying a specular level of 0, gloss level of 5 and softness level of 0.1. I then went onto the head feathers where I used the same settings for the body, but set the colour to black instead. For the wing I used 3Ds max preset of the gradient bitmap for the wing as I felt this would look quite effective. I did make some changes to the bitmap settings to get it how I wanted it. I am please with the appearance of the heron as a whole and will now go onto another part of the image.
At this point I decided to go back to the material on the lake as I was not completely happy with its appearance. I did some research and found that the raytrace material may be effective here. I selected this from the material list and left the preset of the phong shader in place. I set the ambience to black, the diffuse colour to blue, the reflect colour to white and the luminous and transparency colour to black. I used the specular level to 50, gloss level to 40 and softness level to 0.1. I made the reflect value 500.
At this point I felt that the lake looked quite good, but a bit to flat for a lake. Due to this I added the wave bitmap as a bump map. I then reduced the bitmap settings wave length and wave radius. At this point I did find that not all the grass blades and reeds met the water and so I corrected this. When I was happy with the ripple appearance I decided to go onto the next part of the image.
Afterwards I went onto lighting the scene. I decided to use and omni light as I felt this would recreate sunlight well. I placed one in the scene, but when I rendered it the front was in shadow. I did add another at the front to highlight the reeds and grass, but I am still not happy with the appearance and so I decided to go on and come back to this later.
Lastly this week I went back to work on the background trees. I removed the diffuse map and increased the bump values to try to improve how they looked. I felt this did look better as it no longer stands out too much and so applied this to all the background trees, but just in a different colour and the second had a lower bump value.
1 comment:
This is really good i like the finished model especially the water effect. 8/10
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