Thursday, March 04, 2010

Our Enemy


Ian Hubert came up with this model for the mechs in Day 2. These things are going to be 50 or 60 feet in diameter.

I suspect if we saw these in real life we wouldn't call them "robots" or even "mechs". I think we'd just tall them "those things". We may want to modify some dialog to reflect that.

Hopefully the reflectance properties of the material will be minimal because we don't want to be ray tracing for a million years. I don't know what the color scheme will be or how well we'll be able to "see through" the center or the wheel itself.

The textures will be high res so we can get relatively close to the thing. Perhaps, as far as blinns and other specularity methods go we should make the thing partially metal, partially plastic, partially ceramic?

3 comments:

Lindsay Stewart said...

trust that silly ol' andrew kramer to present a solution before there's a problem. using normal passes allows you to use as much reflectivity as you like and directional lighting effects. but you already knew that.

http://www.videocopilot.net/blog/2009/08/guide-to-normals/

http://www.videocopilot.net/blog/2009/08/ab-normal-particles/

Andrew Bellware said...

Specular is fine -- and we can get whatever "kick" we want from specular materials (we'll be in Blender 3D). What I DON'T want to do is deal with actual reflections -- of buildings or (egads) people. Nope nope nope!

I don't know if Blender will export normal maps. I bet it does.

Lindsay Stewart said...

kramer had a reak fling with normal mapping and there's a lot of stuff at videocopilot, links to tools and wares. this is the main tutorial he did on the topic...
http://www.videocopilot.net/tutorials/scene_re-lighting/
cheers!