I figured I needed to work on my animation skills so I wanted to created a bouncing ball to test out my timing. This ball should have several properties. The look of a beach ball (uv mapped color textures). It should have simple controls for animation (a simple armature system). It should be used in a animation short showing some physical simulation and character....
part 1 modeling- and texturing
Creating the beach ball look. using Blender 2.65
The purpose of the look for these purposes is to be able to animate the form without too much of a lag in render time, so a simple texturing set using UV maps was considered. A sphere primitive was created with 16 X16 spans
Marking seams on the UV sphere in order to create the UV map was next step
The next step is to open up a UV image window along side the 3d window and while selecting all vertices of the sphere perform unwrap this created a layout that can be exported into photoshop
I brought this image into photoshop and colored it up to match up to the uv plan and the look of a beach ball
I bring this image back into the program and attach it to the sphere as a material set on image/flat- this can be brought into the material tab or in the node screen under the material node- the end result for this sphere rendered in cycles can look like below:
To make the ball really stand out in the scene requires a background that will accentuate the animation and help define the form- this was created with a plane adding a glossy material finish
below are the material node set up for the ball and the floor- they can be seen in the node editor window: The ball material is made from a diffuse shade material with a color node based of an image. The floor node is a diffused glossy shader called Beckmann that has a blue color.
well that's it for the objects and stage- we will look at the camera set up and controls for the ball object.
ciao