Topics

Early Lighting

Here’s some lighting tests. The first one shows the bare minimum setup: directional lights for the sun and the bounced light. Initial

Here’s the same thing but adapted into a more standard three-point setup. Using warmer tones to try to indicate the sun’s position. The softer shadows make it less cartoony, but it still has a very stylised nature. KFB

One more; an attempt at making it more realistic. KFB Tweaked

The setup needs some work; at the moment the near hills blend into the far hills too smoothly.

Also, shadows need to be addressed. Everything has very soft shadows at the moment, which is suitable for an occluded daytime scene, but the bike needs something to ground it. One idea I had was to render the bike from above and create a projecting ‘gobo’ parented to it. This could project a shadow directly beneath it, which could be soft in the right places.

Filed under: , on April 11, 2008 at 9:02 am

Rigging

The Duck, with his happy handles: The duck with handles

He’s quite bendy: Bendy Duck

Filed under: , on April 11, 2008 at 8:54 am

Ducking and Diving

Progress on the duck; more modelled and a start on texturing.

Ugly Duckface Texture Pun

Filed under: , on April 11, 2008 at 3:17 am

Starting to Duck

An early duck screenshot.

The early duck catches the bread.

Early Duck

Filed under: , on April 11, 2008 at 3:08 am

Some More Models

I made some more models for this film thingy. You can look at some of them.

Scoop Render Logo Render Fountain Render Bread Render

Filed under: , on April 11, 2008 at 2:45 am

The Basics of Normals

I didn’t understand vertex normals until I started learning about 3D programming. But you can’t be a good polygon modeller without them, and they’re very simple. Looking at my previous work, every model I had made before I understood normals was messy and inefficient in comparison to my later ones. And you need to understand vertex normals before you can move on to more advanced concepts such as normal mapping.

There’s not too much complicated theory behind vertex normals. Here are the basics. For each vertex, an ‘imaginary line’ projects outwards. It’s invisible, but it affects the lighting. When you create a flat shape - for example, a simple ground plane - the normals all point at right angles to the face. Because they are all parallel, they all affect the light in the same way, and the plane appears flat.


NorTheory

But when you have two polygons joining, there is a choice about what to do at the shared edge. You can either treat them as two separate flat surfaces, giving the vertices at the shared edge normals that point away from each other. Or you can take the average of the normals, making the normals point in the same direction. If you do this, the normals for the polygons are not parallel, and the 3D renderer will interpolate the lighting between the polygon’s vertices. This gives the impression that there is a smooth bend in the surface, rather than a sharp crease. This is referred to as ‘softening edges’ in Maya, or ‘smoothing’ in Blender.


NorWire

Looking at the following example, we can see how this technique can be applied to a model.


NorSolid

By default, the polygons are ‘flat’; they have parallel normals. When rendered, the polygon boundaries are obvious; the model looks blocky.


Smooth all Over

But simply averaging all of the normals results in this horrible monster. Definitely not what we want.

The problem is that lots of the edges are obviously meant to be sharp. When the renderer tries to average the lighting over a sharp edge, it is very likely to give undesirable results. Softening an edge is never a substitute for rounding or bevelling.


Sharp

We need to split only some of the normals; the ones along the sharp edges. It would be very difficult to do this manually, but all modelling applications have a tool for doing this. Just select the edges that should be sharp, and mark them as sharp using the ‘Harden Edge’ tool in Maya or the ‘Mark Sharp’ tool in Blender.

Most applications also have a tool for selecting sharp edges automatically, which can be very useful, but on many models you will need to tweak the results by hand.


Good Smooth

And here’s the final result. The curved areas are lit smoothly, but the polygon count is still low. Notice that the silhouette reveals where the polygons meet. The only way to get past that is to use more polygons.

Understanding normals allows you to achieve effects that would otherwise require you to add a lot of polygons. This is vital when modelling for games, but still important when working towards prerendered video. It allows you to simplify your meshes, making it less likely that you will introduce errors in rendering or animating.

Filed under: , on April 11, 2008 at 2:37 am

Models for Café de Beignet

I did a couple of models for Café de Beignet. Oh look; here they are:

A bag: BagCafe

Some doughnuts: Doughnuts

Filed under: , on April 11, 2008 at 2:30 am

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