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Where were we?
Ah yes, 3D. The wit and wonder, the pitfalls and pratfalls, the might and the magic of computer generated 3D. In my last article I went over some of the basics of 3D polygon and spline modeling, and discussed how objects interact with each other in 3D space. Now it's time to cover the rendering process in more depth - the process which causes 3D to spring to life and brings your computer generated scenes together. So be it, Jedi. For many artists getting started in 3D, a question quickly arises: how do you make the models look so realistic? I know how to make a banana, but how do I give it its distinctive, mottled yellow skin? I've crafted a fantastic sword, but how do I make its surface gleam? It's time to texturize! Putting a surface on a model is simple, and it is difficult. It is as easy as it sounds, but it can also be as complicated as the human DNA strain. It all depends on how detailed you wish to get. For example, if I want to make the surface of a sphere look like shiny black plastic, I don't really need to take too many steps. I can create a simple black bitmap (it theoretically only needs to be the size of a pixel, since it will seamlessly tile to cover the whole model) and wrap it around my model, using whatever 3D software I see fit. Then I simply need to make the texture somewhat reflective (since plastic reflects a small portion of light) and give it a high specularity to for a polished and shiny (as opposed to dull) sheen. If I want to make the sphere appear transparent, like a bubble, I can lower the reflectivity and increase the transparency. If I want the sphere to have a mirror image, I can increase the reflectivity to its highest setting. Makes sense, no?
The copyright of the article Let's Get Three-Dimensional, (Part 2 of 2) in Graphics/Images is owned by . Permission to republish Let's Get Three-Dimensional, (Part 2 of 2) in print or online must be granted by the author in writing.
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