Another work in progress. I built him loosely following the tuturial in the BlenderArt mag. He will be part of a short film I am working on. Also, this has been an experiment in using Yafray, and this shows the progress I have made so far.
I would like to ask for some help on the plastic material. I like the speculars and the diffuse colors, but I would like to add just a little reflection from the environment. At no reflection, well, there is no reflection, but anything greater than 0 is total, all-out chrome. How can I get just a little bit of reflection. THX.
Cute.
I really like whatever you did to the material (don’t change it!)…and the lighting is nice. Actually, if you’re going for a plastic effect, bring the specularity down a bit. Unless it’s shiny plastic. (Depends on what you want, but that’s how I would think of it.) Nice modelling job. Are you going for one of those AIish 'bots? If you are, you might want to make it more neutral. A lot of the robots these days that are humanish tend to be very neutral in color (ex, AIBO is either grey, black or white, etc.).
EDIT: Lower specularity, lower hardness and try a bit of the ramp shaders. I don’t have the material you do (on the 'bot) but I can get a very non-chrome but reflective effect with a sphere and some ramp shading. :-?
Well, I adjusted the materials a bit to make them more AI-ish, so to speak. I hadn’t really considered doing that, but it fits perfectly with the short. The antagonist has vibrant colors, so the antagonist will be wearing muted tones.
THe problem I am now facing is the reflection. This render has the two settings I found for reflection set to the minimum.
This ref value is the amount of light the object reflects – more like the diffuse value in other programs. It is not for mirror reflections and the default value of 0.8 is good for most situations.