Name: Yuriy Kozlov id: ykozlov License: Copyright (C) 2007 Yuriy Kozlov This work is licensed under the Creative Commons Noncommercial-Share Alike 2.5 License. To view a copy of this license, visit http://www.creativecommons.org/licenses/by-nc-sa/2.5/ Methods: Character: The character is inspired by the toys given out by the Brandeis Department of Residence Life during room selection. It is a construction hat with legs. I started with a sphere. I took all the vertices in the bottom half and set their position to 0 to get a flat bottom. I cut it in half and used a mirror modifier until I was done creating the mesh. I created a cylinder for the legs and extruded it several times. I cut out a circle in the sphere where the leg meets it and merged the vertices so that the leg is connected. I extruded the leg further resizinng as I went to make the foot. The details in the hat and the feet were made by selecting faces, subdividing if needed, and extruding them. A subsurface modifier was used to make the model smooth. The materials are simple colors adjusted for specularity. There are three materials, one for the head, one for legs, and one for the feet. Rigging: The armature consists of a bone for the head, a master bone, and a dozen bones for each leg. The legs are made to be flexible like the toy. Bench: The bench was made from a cube elongated and duplicated 3 times. The boards have a wood texture on them. The legs of the bench are made from a bezier curve extruded and beveled. They have a cloud texture applied to normals and color to get the metallic effect. Beach: The beach, which is under the entire landscape, is a plane subdivided and formed to the slope of a beach. It has three stucci textures on it to create the sand grains and bigger bumps. Water: The water was initially copied from the beach shape, and faces were added to create the top. The material is a dark blue, with ray mirror and transparency. There is a cloud texture applied to the water to get waves. In addition, there is an extra plane right under the water with the same material. Both are somewhat transparent, and the mixing of the materials adds to the water effect. Grass: The grass is made using particles by this tutorial: http://blenderartists.org/forum/showthread.php?t=68269 Clouds: Clouds were made using particles and halos with the help of this tutorial: http://www.cogfilms.com/CQTs-5.html They were made thin and long unlike the puffy clouds in the tutorial. Also, static particles were used rather than going to a particular frame to get it to look right. Sun: The sun is a sphere with a bright material with shaders on it. There is a sun lamp in front of it to provide the actual light. There are different color spot lights around the sun to add extra color to the sun, the clouds, and the water. Lighting: There are 5 lamps in this scene, most of them used to color the sun and clouds. One lamp provides a little extra light on the characters. Sign: The no tresspassing sign was made with a simple bezier curve, extruded and beveled and a plane. The post has the metal texture from the bench on it and the sign has an image texture made using Krita, and a clouds texture to make it look old. This sign was added solely to fulfill the requirement of the assignment to include image textures. Sky: The world uses "real" and "blend" to get a gradient sky. Stars are enabled. There is a clouds texture with an orange color mapped to hori and blend to make some extra pink/orange in the sky and make it non-uniform. There is also a reddish ambient light. Credits: None. All the models and materials in this project are original work by Yuriy Kozlov. Bibliography: Grass tutorial: http://blenderartists.org/forum/showthread.php?t=68269 Introduction to character animation: http://wiki.blender.org/index.php/BSoD/Introduction_to_Character_Animation used as a reference for rigging. Clouds tutorial: http://www.cogfilms.com/CQTs-5.html Problems: I wanted to make actual water using fluid simulation, but it wouldn't work. However, the texture method looks excellent, so this isn't really a problem. The edge where the water meets the beach needs some work though, and having the fluid simulation take care of it for me would have been nice. Adding an image texture to the scene was a problem because the scene was complete without one. The assignment asked for two, but I really felt that adding image textures would not add to the scene. Also, the water is transparent with refraction, but this is very subtle. The sun and sky were very difficult to get right. It took a while and a lot of playing around, but it's pretty close to what I intended. The sand isn't quite as granular as I would like. I was thinking of making it with particles rather than with textures, for more realism and to possibly add some sort of sand going up in the air effect when I get to the animation, but that would take tremendous resources. The large number of particles used for the grass already slows blender down.