This article shows you how to create an old camera in blender. The production process refers to an article by a Christian Wachter artist and introduces some new processes and complements the production techniques.
1. Modeling
Lens lens
The camera lens is a curved surface, but the arc surface created by the latitude and longitude ball will cause errors after subdivision because of the triangular surface. The more scientific method is to use a box, first add a subdivision modify and re-cast, and then scale an axis to get a lens arc surface with perfect topology. Complex parts
For parts with complex structures and small parts, they are generally not subdivided, and it is enough to simply chamfer them with high precision. In order to save computer resources and processes, these finely divided parts can only be chamfered with high precision. 2. UV
Here are some of the next-generation game production processes, such as multiple objects sharing a set of UVs. In this way, whether you export the model to the third-party software to make the texture, or after the texture is created, import the blender and manage the texture material in the blender. 3. Texture
The texture is selected to use the substance painter. When drawing the edge wear, in addition to using the SP's own program texture, some more serious wear is manually drawn in the sharp part of the model, and the gradient wear of the gear adjustment knob is defined. . 4. Material
What is worth noting in the material is that because the camera lens has an anti-reflection coating, the reflection of the lens is blue-violet. The top half of the picture as below.
In Blender, I tried to simulate a dispersive material using the red, green, and blue color overlays, but the effect was unsatisfactory and the rendering points were extremely large. As shown in the lower part of the figure below.
Finally, use a Fresnel as the basis of the gradient, change it to a blue cyan gradient, and mix it on the surface of the gloss to simulate the material of the camera lens. 5. Synthesis
After De focus rendering is complete, select to blend in Blender, as shown in the two images below, and change the gradient on the Z channel to control the post-defocus effect. One makes the rear part of the camera slightly out of focus, and one makes the floor behind the camera seriously blurred out focus. Deformation and hue
Finally, add a little lens distortion to it, and use the color balance node to give it some stylized color.

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