In this exercise, you will add surface materials, additional textures, set up lights, and configure render settings.
Learning Resources
Level 1 & 2: Beginner and Intermediate Students
Physically based materials:
- Blender: The BSDF material for Cycles
- Blender: Principled shader documentation
- Maya: Physically based rendering in Arnold
Downloads:
Blender:
- Blender Reference Sheet: Blender Hotkeys
- Lynda - Watch Chapters 5-9: Blender Essentials
- Setting up the redner camera in Blender
- PBR Materials Demo By Joe Foresman
Maya:
- Watch Chapters 9-12: Maya Essential Training
Level 3: Experienced Students
- Lynda.com - ZBrush Essential Training (Lessons 1- 7)
- Lynda.com - Sculpting a Creature with ZBrush (Lessons 1 - 3)
Steps to Completion
Choose a either level 1, level 2, or level 3 to complete based on your prior experience with 3D tools. If you are a novice, choose Level 1. If you have some experience, choose Level 2. If you are very experienced with 3D tools, choose Level 3.
Level 1 Steps | Level 2 Steps | Level 3 Steps |
Level 1:
- Using Blender or Maya, create a polygonal model of a lamp.
- The object should have a bulb with an emission (emissive) material and act as a light source
- The lamp should have have a plastic body configured using the Principled BSDF shader. You can be clever with the design of the lamp.
- There should be a floor and one more walls of a room visible in the render, use any material you’d like for these. The lamp should not be “floating in space.”
- Unwrap the UVs for each object if you intend to use textures. Ensure that your materials are mapping with your object’s UVs.
- Adjust the camera’s framing and focal length to create a good composition. Explore the camera presets. See video tutorial linked in resources.
- In Blender, render and image using Cycles renderer with the following settings:
- Image size: X=1920px, Y=1080px
- Sampling preset: Final
- In the render window, Image –> Save As modeling-03-YOURNAME.png in the project folder.
- Save the 3D scene file as modeling-03-YOURNAME in the project folder.
- Compress the project folder once you’ve completed the tutorial and rename it modeling-03-YOURNAME-L1.zip.
- Upload the .zip file to the submission dropbox
- Ensure you’ve included everything properly. Failure to ensure that you’ve uploaded the file will result in your exercise being graded according the grading criteria.
Level 2:
- Using Blender or Maya, create a polygonal model of a lamp.
- The object should have a bulb with an emission (emissive) material and act as a light source
- The lamp should be configured using the Principled BSDF shader. You can be clever with the design of the lamp.
- There should be a floor and one more walls of a room visible in the render, use any material you’d like for these. The lamp should not be “floating in space.”
- Unwrap the UVs for each object if you intend to use textures. Ensure that your materials are mapping with your object’s UVs.
- Adjust the camera’s framing and focal length to create a good composition. Explore the camera presets. See video tutorial linked in resources.
- In Blender, render and image using Cycles renderer with the following settings:
- Image size: X=1920px, Y=1080px
- Sampling preset: Final
- Add the following three texture maps for the BSDF material (or equivilent in Maya):
- Color map: modeling-03-YOURNAME-color.png
- Normal map: modeling-03-YOURNAME-normal.png
- Specular: modeling-03-YOURNAME-spec.png
- Note: You can ad additional maps as desired. These three are the minimum.
- In the render window, Image –> Save As modeling-03-YOURNAME.png in the project folder.
- Save the 3D scene file as modeling-03-YOURNAME in the project folder.
- Compress the project folder once you’ve completed the tutorial and rename it modeling-03-YOURNAME-L2.zip.
- Upload the .zip file to the submission dropbox
- Ensure you’ve included everything properly. Failure to ensure that you’ve uploaded the file will result in your exercise being graded according the grading criteria.
Level 3:
- Watch the Essential Training and Digital Character Creation tutorials from Lynda on modeling with ZBrush.
- Using the techniques learned in the Digital Creature Creation tutorials, continue working on your model.
- Create the textures covered in the Digital Character Creation tutorials.
- Import your model into Maya or Blender and connect the textures to the creature’s shader.
- Save your scene as modeling-03-YOURNAME-L3 in the scenes folder.
- Save your PSD texture in the sourceimages folder as modeling-03-YOURNAME-L3.psd. (See Organizing the maps into Photoshop layers on Lynda.com)
- Compress the project folder once you’ve completed the tutorial and rename it modeling-03-YOURNAME-L3.zip.
- Upload the .zip file to the submission dropbox
- Ensure you’ve included everything properly. Failure to ensure that you’ve uploaded the file will result in your exercise being graded according the grading criteria.
Example Level 3 folder structure
modeling-03-YOURNAME-L3.zip
|
├── modeling-03-YOURNAME-L3
├── modeling-03-YOURNAME.jpg (as many textures as required)
└── modeling-03-YOURNAME.blend or .mb