With my UV map laid out and exported at a tiff image I was able to render the AT-ST model, the colour of the original AT-ST is a modest grey which is very similar to the default material colour in Maya. I changed the colour to have a hint of green to distinguish it.
To make the model look more interesting I added rust patches to the model. I achieved this by downloading a large picture of rust from Google images. Then with Photoshop, I used the magic wand tool to select specific parts of the rust image and transfer it onto the AT-ST UV map. I also used the warp tool to place the rust as if it were coming from the black detail of the model.
I added black detail to the model as it was a substitute for using polygons, the black detail represents where there was meant to be an extruded face in the model, making it look more mechanical. I also added rivets on the UV map as I drew in one of the conceptual drawings. I did this to add more detail to the model as it previously looked bland.
With the UV map, I was also able to make a bump map to make the rivets and black detail appear raised on the model when rendered. I also made a specula colour map, which affected which parts of the model reflected or absorbed light. I made it so the rust absorbed the light and the metallic grey, reflect the light.
Both the specula colour and bump map work on a grey scale. The varying amount of black or white changes the amount of map effect. I created several versions of the bump map as the raised affect was difficult to get right. I am still not happy with the rivets in particular. If I were to redo the project I would have a gradient on each rivet going from white on the outside to black on the inside, this would give a gradual raised affect like real rivets. However due to time constraints, this was not possible on the actual model.
Below is the final rendered AT-ST model
Animating:
After rendering the AT-ST model, I inserted it into the downloaded CGsphere scene. I found that the only way I could fit the spherical head of the model into the same space as the reference sphere without the legs going through the floor, was to have the model in a crashed position with the head on the floor. I originally wanted to have the model in a resting position, and then animate it walking. To overcome this problem I animated the model walking onto the scene, it then gets lifted up by “the force” and smashed on the ground by a Jedi (which is the perspective camera).
To make the scene look more dramatic, I added a green ambient light and 2 spot lights which were animated to follow the model. This produced dramatic shadows on the back wall of the scene.
To enhance the spherical head I used the reference sphere, deleted half the faces, and added a glow to the material with the sphere image turned off. I then animated it from being out of shot of the perspective camera to being where the head was when it hit the ground within 1 frame.
If I had managed my time in a more effective way, I would have liked to have made some rolling logs out of cylinders which would have made the AT-ST walker trip up like in the film, “The Return of the Jedi”.
Below is the final rendered frame of the AT-ST animation, which is what I hope to send to CGsphere.com