BlenderProject update, May 23rd
Right. Materials have been made and applied! Big party time.
Thoughts on the material editor: it is very powerful, and complicated as hell. Also, it seems that it is very very easy to get a material that’s a shiney metal with high glossiness. Any other type of materials, that are not flat one-shades but don’t turn into silver-untensil-material, those are hard to make. And, of course, sometimes things just fall flat.
On the other hand, currently I only have a single ‘sun’-light. That’s not a lighting system worthy of mention, and of course most renders will look bad with it. That *might* account for the flatness of the white.
Well, this didn’t look good. So, I tweaked the white material some more, until getting somethign a bit more futuristic-ish. I do wonder how it will look with 3+ lightsources present on the scene…
So, that’s the materials done (well, I will tweak and remap a few minor things, but that’s beside the point). What’s next, then?
Next: Lighting. I have to read up a bit on this, and make a proper lighting setup that fits the scene’s idea (spacecraft in, er, space) and still provides a proper illumination and shadowplay.
After that: Compositing. That is a massively huge step, it basically means applying all sorts of post-processing effects that make up the final image. It’s kinda like plugging the render output straight into an alternate photoshop. To make use of this, I have to plan out what kind of effect I want to have – becuase I will need to split the model into render layers, so that effects can be applied to individual layers (and thus objects). Also, I got to figure out what I’ll do for the background. That one picture of the milky way that everyone uses.. I kinda dont like it. So, probably will have to somehow create one in Blender. Oh joy!
P.S. I’m falling asleep. Very tired. Need tea.