Wednesday, 21 May 2014

Vacation starting in T minus 3 weeks....

So Ive finally got down to it and started learning about the compositor in Blender.  The compositor controls colors and other visual effects by linking various nodes, to over simplify what it dose.

I want to get familiar with this especially for the eyes of my characters.  The previous technique I used was to just layer shrink-warped objects.  This worked alright, but could cause a problem on complex color layouts and ultimately limits my options.  It also doesn't provide the same amount of control in blending colors.

I could just go the easy rout and UV unwrap, put a texture on it.  But this method could cause problems if the resolution gets changed.  There is also the "real time" control factor to consider.  If I learn to use the compositor, then it's going to be useful for at least one of the ideas I have.  Some nodes can even be animated.

So in a nut shell, I'm going to be devoting time to learning composting on my vacation.


My next step to learn, which is also part of the compositor, is how to render in a "flat" anime style.  I found a video on youtube the other day that actually gives some really good tips on material/node setup and lighting setup. 

The recent renders I did are not too bad, but I feel I can do better.  I've seen some 3D models that were so well rendered, it was pretty hard to tell them apart from traditional 2D drawings.  So that's another goal I want to work to.  Since I'm going through the trouble of making fully animate-able models, it would be a sin not to make some anime cut scenes in my games eventually.

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