AWS Lumberyard – a developer’s journey part 5

AWS Lumberyard – a developer’s journey part 5

At the end of the last session I was halfway through a tutorial on Blender – to make 3D assets. I’ve now completed this and have created a rather nice plate of doughnuts on a table.

These parts of the tutorial went through:

Extruding – basically stretching a shape like using plasticine.

Texturing – including normal maps – to make things appear bumpier

Composition – this tutorial looked at creating a static image, whereas I want to create objects that can be used elsewhere. However things like getting the camera angle and lighting right are just as valid in an animated 3d environment as they are in a static one.

There is something wrong with the image below… it took our QA team under 10 seconds to spot it. Can you?

Completed Blender render of doughnuts
An early test render. Something's wrong...
An early test render. Something's wrong...

I also remembered something from when I first started creating 3D shapes years ago.

What is not visible is just as important as what is visible. Sounds a little strange – but for reflections and lights to work properly they need something to reflect. Here I added a crude “window” so that it is visible on the mug reflection.

I’ve also added a simple box to contain the scene, which also adds some reflections and low ambient lighting.

However, you don’t need to detail everything! My table had no legs (I’m sure there is a joke in there somewhere…)

Showing the fake bits of a scene.

Finally, turn the quality settings up, press render and go and make a real mug of coffee! Image generation will take time – the final one at the top took about 1/2 hour to complete. Complex scenes with lots of light sources and reflections can take days to generate.

And the proof, as they say, is in the pudding. This comment when I showed the image internally. “I hate you, now I’m hungry and I want a doughnut!”

First look – Twitch

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