This week we’ve had a bit of a set. The character model has been handed over to our team leader and in turn I am now in charge of texturing the environment. This set back has provided me a chance to look at creating realistic Vray shaders as we have just learned how to control gloss levels, create glass like shaders, messing with the IOR according to real world figure to get different types of glass and chrome metal.
Taking notes from this weeks’ lecture I’ve learned how to make variations of metal shaders to help with the stainless steel professional kitchen look we are going for such as chrome, copper and ‘brushed metal’. I did have issues making a copper material by myself but I realized that copper emits a reddish hue compared to other metals and changing the reflect color did the trick. The video below helped me understand shaders better.
(click image for link)
I have also textured the cereal boxes, flour sack, floor tiles, rolling pin, among other assets. We have also decided to not use real work products in our commercial as it would distract the viewer from the animation so I have created fake generic brands that will make the kitchen feel more real.
Since we need to prioritize the character model I have offered to do some modeling and have been working on the character’s hands in a way that they can be reattached to the model so our team lead can continue working on it. This won’t affect my other responsibilities and I’m just glad to see the character coming together. I have taken pictures of my own hand but found using my own mirror works best. Additionally I’ve recorded a class lecture that goes over the process of modeling a hand and have used it with a couple of reference images. I also learned out to make nails on a character that give it a bit more depth to the model.
Graphics pixar has an article on good modeling tips such as creating ‘edge loop transitions’ and this will help reduce the number of vertices I have so the hand can be easily reattached as demonstrated below.