Thursday 3 December 2009

Emperor Penguin Development

Used the material editor to import the UVW map onto the model. The model lacked detail when rendered so I added a bump map to add some detail back onto the model. Changed the specular and gloss levels to give the impression that the penguin had just come out of the water. Created another material for the eyes with a high specular level to reflect the light for a realistic finish. Model was then finished!





Started to create the materials and textures for the penguin. Applied the unwrap UVW modifier. Then with faces selected I labelled each of the penguin's body parts. The Unwrap modifier allowed me to specify the shape of each part. This meant when it came to flattening the map the polygons would stay roughly grouped together making it much easier to texture. Although it took me some time to get the model unfolded correctly I eventually was able to render a UVW template to use for creating the textures. Finally I created the texture image in Macromedia FIREWORKS! CS4.




Made a few minor adjustments to the position of the head on the body. Then added the detail to the beak and created eye sockets by using the cut and slicing tools then moving the vertices inwards slightly so that the turbosmooth rendered with the correct shape.


Created a sphere for an eye and used the symmetry modifier once again to create the opposite eye. Then I modified the feet to make them look webbed and give the penguin some claws. The turbosmooth rendered the claws were very round to start with so I used the connect tool to add more edges to solve the problem.



Added on the penguins feet, again with the extrude tool. The body proportions were also altered once again to improve the models appearance.



Added the Turbosmooth modifier on and turned the iterations to two as the edges and vertices still looked jagged with one iteration. Rounded off the body more and changed the head and beak to be more like the correct proportions of the penguin's body. Then I added the flipper and tail by extruding polygons.



First I set up the symmetry on the object and then made the body rounder and larger to look more like the emperor penguin. I then extruded the polygon to create the beak and then used the cut tool to add more vertices to create a slight bend at the end of it.




Started with a simple box with a few cross sections and converted it to an editable poly, then manipulated the vertices into a rough outline of the penguin in the same way as the previous two models.


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