Wednesday, 25 March 2015

Final Scene Process for water using noise modifier

From my research I found that the noise modifier was the best suited for my game. As a result I was able to make a scene with the game level in 3ds Max. First thing I did was create the water. Similar to my experiments I used a 50 x 50 plane and then added the noise modifier. To texture the water I took a plane from inside Blender and added a displace modifier to it and exported it. In max I imported and rendered it to texture.This will substitute the effect lost for using noise on the water. Then texture was added to the water and the water was animated using the animation roll-out in the noise modifier. The timeline was extended to 300 and the phase moved from 0 -100 in 330 frames.


Next the textured island was placed in the scene. The island was placed in the middle of the ocean and was adjusted accordingly to the wave heights. After the island was placed in a rough skybox was placed in the scene. The skybox was made in Blender from an isosphere which was exported to Max. In Max the isosphere was squashed and cut in half. The isospheres normals were then flipped.

After the skybox was placed I set up two spot lights to brighten the scene. Then a camera was placed in the scene. I moved the camera to a good vantage point to render. To render my scene I choose mental ray.


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