This week’s drawergeeks was Indiana Jones. Since I’ve been sketching so many robots lately, I figured, why not? Keep reading for a bunch of step by step stuff.
My really simple robot drawings translate into really simple 3d models, which is fortunate for me, as I’m not much of a modeler. Here’s the wireframe of the bot.
And here’s the wireframe shaded and angled so you can see some more of the form.
So, here’s what he looks like with simple shading. Not too bad.
But I decided to see what he’d look like if he’d been through the ringer a little more. Beat up. I mean, he’s still an Indiana Jones architype right?
That’s a little more fun. Okay, now for some textures. The textures on this are really very simple. Here’s the shader network for his head textures. As you can see it’s just a color map and bump map. I wanted the dirty/rusty areas to not have any reflections, so I also used a reflectivity map to control that.
And here’s a test render with the textures. They’re looking okay, but hoo boy, that lighting blows.
I created a high dynamic range light probe image of our downstairs bathroom from 5 different exposures. I used this as the basis for the lighting for the scene. (notice the high tech christmas tree ball I’m using for the light probe)
I also created a fog version of the scene so I could use it as an alpha channel in photoshop to control the depth of field, as well as the saturation back into space.
And here’s the final render again, with the nice lighting, depth of field, etc. Click it for a bigger version.