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stu

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  • 1 month later...

Really beautiful, very nice shading and lighting! It also brings up nostalgic memories, as I (still) have these particular Legos.

Keep up the great work! Perhaps you could make a few other renders, from different angles as well?

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  • 1 month later...
  • 2 months later...

Any lego site that has a ratings system describing levels of nudity, sexuality, violence, and cursing (my 4 favourite things) is okay in my book.

I especially like the caption for this image:

post-237-1139322967.jpg

"Samson Commits Mass Murder"

:)

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This is kinda what it looked like:

post-237-1140016492_thumb.jpg  post-237-1140021864_thumb.jpg

I don't know how I got into this whole lego thing. I was sitting at my desk one day and saw a lego minifig and thought, "Hey, that wouldn't be too hard..."

24747[/snapback]

Ho ho ho. Sweet deal! Every kids is going to love you, stu. :)

I was thinking, may be it would be fun if we all model some of our fav. childhood lego stuff. Hopefully I'll have some some weekend to do something like this. :) Haven't done modeling in 3 years now... :unsure:

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I've finally taken some time to clean up the file a bit - here it is:

lego.zip

I'll describe some of what's going on.

Modelling

You'll see that all of the pieces are modelled on their own and then object merged into the assembled "plane" object. I did it this way just to stay organized, and to allow me to easily use the same pieces over and over again without having to search through a huge network.

There is a "lego_size_guide" object - this is the template that I used to make sure that all of the pieces would be the same size, would line up properly, and would still fit together when they were rotated 90 degrees. When I first made the wing pieces I didn't use a guide, and when I rotated them 90 degrees the "buttons" on the surface didn't synch up. It was then that I made the guide and made sure that all of the pieces behaved properly and played nicely together.

This is the same reason that the "buttons" are applied the way that they are - there is a 12x12 grid of points (bigger than the biggest lego piece in this kit) that the "buttons" are copied to - I selectively deleted the appropriate points depending on the piece that I was making.

In order to try to keep the geometry as light as I could I only appled the "buttons" on the surfaces where you would see them, and some of the lego pieces have multiple versions with the "buttons" appled in the different areas that would be exposed. The "wing" pieces are a good example.

Some of the pieces are incomplete - I only modelled the parts that we were going to see from this particular point of view. The engines, for example, don't have any detail in the surfaces not facing the camera. The man's legs are also missing detail.

I also didn't bother to flip the uvs for the bump map on the "buttons" when a piece was mirrored. I think that it's too small to notice that the word "lego"is backwards on the mirrored pieces, but you could cerainly fix it if it really bothers you.

Shading

The VOPnet for the plastic shader is there as well - it's pretty basic stuff. One of the things that I've done is pump the diffuse component directly into the ambient output - I had to do this because of the ambient render that I described above.

Handling the specular in a separate lighting_model VOP allowed me to have a diffuse roughness control and a spec hardness (just for arctor :) ) control.

One of the things that I was too lazy to fix is the transparency colour - it might work in reverse to what you'd expect - if you want red light to come though the object, instead of setting the Surface Opacity to 1 0 0, set it to 0 1 1. Just remember it's opacity, not transparency.

Rendering

All of the maps, etc., are there too so you should be able to produce exactly the same image as seen above just by hitting render (twice). Some of the maps are .tifs and could be converted to .rat files for better filtering if need be.

The ambient light and the direct light are rendered separately and then added together in the composite. I've done this for two reasons:

1. Control in the composite.

2. Rendering the ambient light separately allows me to effectively get ambient colour bounce by using a very dim ambient light and a very high GI light in the ambient render pass. The ambient light is so dim so that it has little to no effect on the scene. The ambient GI light is so high because it has to aomplify the very dim ambient light for the bounce. Using a GI light by itself doesn't bleed colour on it's own ambient occlusion because it's a one bounce system.

Here's what you should get out of the ambient pass:

post-237-1140152563_thumb.jpg

Here's the direct light pass:

post-237-1140152591_thumb.jpg

There are two mantra output drivers set up and ready to go: "mantra_direct_light" and "mantra_ambient_light".

Whew!

If I missed something and it doesn't work properly, let me know and I'll fix it.

stu

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