Model and Render a Cartoon Character
on Jun 17 in Lighting and rendering, Modeling, Texturing by Dogacan BilgiliStep 26
Create a cylinder object (radius 50cm, height 25cm) then create a cube object over it (13×12x70). Apply “Boole” to these shapes to get a result like below.
Step 27
Rotate it and stick over the body.

Step 28
Draw a spline like below and use “Extrude NURBS” to make it thick

Step 29
Place it side part of the head and also create a little cube as switcher.

Step 30
Now we will create four different simple material. First one is brown and we will use it for whole body parts. Just use color channel and select a brown color.

Step 31
The second one is for sphere objects. Use a dark grey as color and turn on the reflection channel. Use “15″ for brightness and “20″ for Blurriness.

Step 32
The third one is for face parts. Just use color channel with dark grey color.

Step 33
The last one is for metal parts. Go to color channel and choose “simple noise” from texture section (surfaces > simple noise). Then click over simple noise and increase the value of U a V frequencies to “10″. Turn on the “Reflection” channel and use “10″ for Brightness and “5″ for blurriness.

Step 34
Assign all the materials to parts they belong and here is the final result.

Step 35
Now create a new scene and create a rectangle spline.

Step 36
Under the settings of that spline turn on the “Rounding” section then give “100cm” as value and also increase the “width” value to “720″.

Step 37
Create a “Extrude NURBS” then drag and drop the rectangle spline over it. use 1000cm for “Z” axis on movement section.

Step 38
Make the “extrude NURBS” editable (C). As a result of that action under the extrude nurbs there will occur 2 “cap” object, delete them. Then with live selection tool select the faces of extrude nurbs and delete them, you have to get a geometry like below.

Step 39
Now create two cube object then resize and reposition them just like below.

Step 40
Create two vray material and just turn on their luminosity channels. Assign light blue for the first one and light yellow for the second one. Then use each one on each cube object.

Step 41
Create a camera object and make it main camera, to do that just click the little square right near it.

Step 42
Copy and paste the character object to scene. Then go to “Plugins > Vray Material Convertor” to automatically create vray material for character object.

Step 43
Right click over camera object and add “Vray Physical Camera” tag.

Step 44
Simply use the settings below.

Step 45
Now go to render settings (Cmd + B) and here turn on the VrayBridge. Enter the settings of it and choose the “Indirect illumination” tab. Here turn on the “GI on” section and choose the “High Quality for “Presets” section.

Step 46
Jump to “Antialiasing” tab an here select the “Adaptive DMC” for “type” section. Then change the value of “min subdivision” to “4″ an “max subdivision” to “8″.

Step 47
By the way you have to make editable the “spheres” we used on character, otherwise they won’t appear on render. Also on the body part of character, if you delete the “Pong” tag you will get a better result.

Conclusion
Again, here’s the completed version. I hope you liked it!
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