2D and 3D Gfx unification. (Part 3)


In this issue we'll talk about these args:
x Knowledge of base of Layout commands.
x Modeling of another Level of a game: an Ice World.
x First sketches for the creation of the main player
Let's start with the Layout Commands:

We'll create an Ice world: here there are texture's properties:

Surfaces Color: The texture's color.
Diffuse Level: Determines the amount of light that object will reflect.
Specular Level: Determines the matherial used: plastic, marble, iron...
Glossiness Level: Mostly used for surfaces like: Plastic, Silver. Used to determinate the width of the light spot on the object.
Reflecty: Determines reflections of images, lights and so on.
Transparency: Determines object's transparency.
Now we can model the Ice world.
In Modeller select BOX and Numeric, increse segments number to four. At this point go to Poligon and Subdiv and click on Metaform, re-enter and click on Fractal, with 3 as value. Assign a surface to the object and copy it two times. In Layout, load up the object and go to Surfaces and set these values:
Color: 0,0,0
Specular LVL: 90%
Diffuse Level: 100.0%
Transparency: 100%
Refractive Index: 1.5
Select also SMOOTH E DOUBLE SIDED. Exit and pos camera and light. Then render.

With the same method described in the last issue, create various blocks and draw our world. A background (ie. snowy mountains) are a good way to improve the results.

In the camera, set these values:

Trace Refraction
Trace Shadow.

To sketch the player, you'd better to have a Scanner, or to follow these few steps directly on computer:
Draw a circle and trace crosses.
Draw eyes and nose.
Now cheeks and mounth.
Refine nose, eyes, cheeks and sketch the ears.
Colour the player.
Here there is a demo picture:

That's all folks! See you next time!


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    Written By: Andrea Rotondo   e-mail: fsoft@intercom.it
                C.so Vercelli 9
                28100 Novara
                ITALY               tel:    (ITA) - (0)321 459676