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The Solidworks CAD model from Gabriel Corbett did not have a wrist band, and so I had to model that so we would have something to render for this course. This is not a modeling course, so I'm not going to go over how I modeled the wrist band, but it was done with polygon modeling and just simple subdivision surface techniques. Nothing fancy. If you feel like you need a refresher on modeling, then I suggest you look at some of the other courses here in the Lynda.com online training library. But in this case, I just created the model for us, and usually that's what will happen when you receive a product.
It will not need any modeling work dune to it. Okay, so I've created this wrist band and I've put it on the display layer and also linked it to the helper objects, so it's attached to the rest of the hierarchy. We want to do now is to create an environment, and this is going to be a super simple environment because we're just going to render a watch against a simple white background, but we need some shiny reflections here on the front of the watch, and for that we'll want to create a piece of geometry, just a hemisphere that can have a self illuminated material on it.
We'll go ahead and create a sphere in the create panel; click on sphere and click and drag to create that sphere. Right click to exit the tool and maybe dial it back a little bit, and with it still selected go to the Modify panel and set the radius to 100 centimeters. The number of segments we'll set to 64, just give it a little bit more detail. And down at the bottom we want to disable Real World Mapsize because we want to control the map tiling from the Material Editor, and we don't want it to be based upon any real world measurements.
So, turn that off. And then finally, the hemisphere parameter we'll set to 0.5, so we've got a hemisphere. Cool, so there's that. Let's rotate it, grab the rotate tool, and rotate it 90 degrees in x with the angle snaps still turned on so that it's facing forward. I've got 85 down here, so I'll just type in 90. All right, there's that, and we want to just move it back a little bit. Grab the move tool, go to the left view with Alt+W, get in a little bit closer here. We just want to push that back in the x axis and we want to make sure that the elevation here is zero.
So this is x-axis relative to the left view port, which is actually y-axis in the world. So x we want to be set to zero, which is the centering left and right. Set that to zero, so that's x in role coordinates, and then y is the offset that we've pushed it back there. So, don't let that confuse you. You know, it's because we're in the view coordinates system and it switches back and forth depending upon what we're doing. So, we've got it set up now so that when it's not, when we're not actually selecting the tool, x is zero, and z is zero.
All right, there's that. Okay, so we want to be able to see through this as well. And to do that, we'll put it on a display layer, and we'll also add a normal modifier in order to flip its normal, so we can see the other side of the surface. With the object still selected, go up to the manage layers dialogue and then click to create a new layer containing the selected objects, and we can just directly go into the layer dialogue, right-click, and choose layer properties. We want to enable back base call, which means that it will only be a one sided surface instead of a two sided surface and we'll be able to see through one side.
And also we'll turn off show frozen in gray while we're in here. Click OK, and we'll rename it. Call it environment. Okay, with it still selected, in the modify panel, go to the modifier list and choose normal. That's going to flip it inside out. Because we have backbase calling enabled, we have can only see one side, the interior. All right, and if we want, we can freeze it. We have done it now. We have actually created the environment and we have put it on the display layer and we are good to go.
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