The design decision has been made to create a dark oak texture, one which mimics a straight wood grain that does not have knots or rings. Using a brush tool (Álvarez, 2016), I have drawn in the lines of the grain over the base. The gradient tool allows an addition of highlights, while a soft brush has been used to add shadow.
Layer effects which I have been shown by a classmate has helped to add depth to the wood grain whilst maintaining the cartoon aesthetic. The gradient tool has been further utilised to create shine on the metal components of the treasure chest.
Taking a cue from the tutorial videos (‘Axis navitas login’, n.d) the edge lines of the treasure chest model have been painted over to emphasize its cartoonish form.
While texturing in Photoshop I find that the hardest part has been using the layering system. This also ties in with using the masking which has only just clicked for me as a concept.
Something which has been a struggle to learn within the layering system is the order. Instances of brush strokes or layers disappearing has proven confusing, only recently the visibility and and layer order are becoming more natural to use. There was also an instance where I had changed the colour of the brush tool to closely match the wood base, with realisation taking several minutes, at first mistaking this to be the result of painting on the wrong layer.
After much trial and error with the possibilities within Photoshop, the finishing touches to the highlights and shadow, as well as the wood grain have been made. The process of animation the next step in the production process.
This step involved the usage of using the animation system within 3Ds Max (Autodesk Inc, 2016) and works on the basis of placing set keys at the required intervals. I have found this tricky at first, at one point losing my placed set keys. selecting objects that have set keys attached to them allows them to reappear on the animation timeline. Learning to move the treasure chest around in the correction positions as well as creating and utilising object controllers has been the main learning curve during the animation process. Now that i understand this i have tweaked a few things within the scene.
The very last aspect has been to render the scene and this has required changing of settings for output and resolution, also to be considered are the frame range and frame rate. Several error codes have popped up before
figure 1. Treasure chest model final texture. Production pipeline. (Wyld, 2016).
figure 2. Treasure chest model in scene before render. Production pipeline. (Wyld, 2016).
Autodesk Inc, A. (2016). 3d Modelling & rendering software. Retrieved April 7, 2016, from http://www.autodesk.com.au/products/3ds-max/overview
Login. Retrieved April 7, 2016, from https://moodle-sae-au.axis.navitas.com/course/view.php?id=328§ion=8
Álvarez, R. (2016, March 22). Create anything you can imagine. Anywhere you are. Retrieved April 7, 2016, from http://www.adobe.com/au/products/photoshop.html