09 March 2003 (Wednesday) - Day 16

Thank god for the recycle bin. I don't think I've had to use it in years (I've finally learnt to make backups).. Still, I managed to delete the "Head" directory of the Dragon earlier and suddenly panicked- when I was about to start this page and couldn't find anything. I blame it on the dizziness; I've been laid low today after either eating something or (more likely) a stomach bug, since yesterday. I've not been working too much, and still feeling light headed but it's a chance to put together the small bits and pieces I've done on the side.

 

I've made some alterations to the SmoothClone script (now on version 1.2).. It's essentially the same as the earlier version with the addition of some viewport handling changes. It now automatically sets up the viewports to solid views with a wire overlay in the left. It also handles focusing better, returning to a quad layout when clearing. I've a few more changes to make later, but it's fully functional now. (I use it pretty much all the time.)

On a side note: Any process that involves collapsing the modifier stack will negate the effect (!) This is not a bug, but integral to the way the script works. If you wish to make changes which collapse the stack (such as convert to Polygon/Mesh) it's fine, but you will have press "Clear Reference" and then Smooth clone your object again.

Although I work solely with Polygon objects, it does appear to work fine with Meshes etc..

 

 

 

I've also been playing with the colourmaps for the head. I'm not looking for a photo-realistic image (in fact, far from it) so I can have fun with the colour scheme.

Although this is the Red Dragon I'm working with a slightly orange caste for the time being. It's easier to see the range for hues available (we're working with colour, not value at this point). The lighting will change the range later anyway, so I will match the colours better at a later date.

 

 

 

One of the first test render passes and it's already getting close to the result I'm looking for. I must say I really enjoy Max's renderer for doing this kind of fantasy work; the shaders are just the right level of complexity to achieve the results without a laborious setup. I tend to favour the Multi-Layered shader for the ability to control specular highlights better..

In this case I have two specular maps to complement the bump map. The first layer is A fairly dispersed orange, while the second is a tighter white.

 

 

Note the breakup colour added to the texture. I don't want wholly flat colour at any point, so I also have a noise layer. This is done easily enough in photoshop by adding a grey layer, then running the filter "Noise". I then blur the noise and add it as an "Overlay" layer in photoshop.

 

 

 

 

Next I work on the main horns (bump, colour and specularity maps: again favouring multi-layer) and finally on the teeth and smaller horns. The texture maps don't have to be overly complex; as often the real detail comes with the interaction between multiple maps.

mouse-over: Horns vs Teeth

 

I've finished with the colour on the head for now. It's still in need of a little work, but I want to spend time on the body and wings before focusing too heavily on one area. Nothing worse than having to go back and re-do stuff.

Still, I think it'll be just fine - I'm very happy with the expression:

Looking forward to seeing him rigged with a skeleton..