Wednesday, 17 May 2023

LO2: Learning Software

The software that I chose to use to make the scene was Blender. I have been using this software for a while and have slowly been learning and progressing through the software to allow me to create the final render. 

I have used the software's render engine called cycles to allow me to create a realistically lit scene. I can use the shader editor to create realistic materials, such as the floor grating and the buildings.

This is the default scene that shows top when blender is first opened it contains the 3D viewport for the scene.

I then leant how to switch between modes using the tab hotkey. I also used the tool insert to allow me to make more faces and add more detail to the model. This is one of the 3 basic tolls the to use the most these being inset bevel and extrude.

I then used inset to create a hole in the face which allows me to make detail in the model.

I continued this process again to create the model. I scaled the inset by using S and then moved the parts by using G.

I then switched to the render camera view so that I could frame the shot I can use the camera like a real camera. For example using aperture and exposure to simulate real lighting in the final render.

Then I switched to the rendered view which mean that I get a real time preview of the scene meaning that all of the colours will be accurate to the final render.

I added another cube to the scene to add some fog and then I also used the bevel tool to create a much more rounded model. This is a simple way to allow for much more detail in the model.

Almost final render.

Final render.

These are the final render settings for the render.

This is the material shaders for the model with 2 materials being used one being the base colour and then add introducing light into the scene.

Overall: 

I have been able to learn the software and will be able to develop the scene and use these basic principles and skills to create a much more impressive scene. I have been able to learn the basics of shaders and lighting in blender.

As well as the workflow from modelling to live preview to render.

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