Robo Optics

I’m finally getting into the grave details of modeling robot optics.  There is something that I’ve noticed about sci-fi movie optics that make no real sense logically, but they definitely add drama and emotiveness… the idea of eye color.

In just about all movies we’ve seen featuring robots, bad robots have red eyes.   Often we see as a robot makes a transition from being a good robot, the lights on that robot itself change from say blue to red.  I decided to add this color change concept to the robot optics I’ll be using for Little Robots.

The way I’ll do this is, behind the aperture, I’ll have a set of three colored lamps.  As I want to express different emotional states, I’ll dim or intensify the corresponding colors.  I’ll probably look up the Mood Ring color scale and just use that as my palette.   The lights themselves will reflect off a white surface at the back of the optical cylinder and should show up through the aperture of the robot.  Nice and tidy.

 

Speaking of apertures… I discovered that well… I had no idea how a mechanical aperture worked.  Instead of chickening out and using something lame like a square aperture, I messed around and discovered that really, apertures are just little sheets of rectangular metal (well, more like trapazoids) that rotate about 15 degrees.  Check it out:

Here you see my aperture which is made up of eight rectangles.  On the left, it’s in its closed state.  On the right, I posed it open.  Each aperture blade rotates a small amount in place and whammo… you have an open aperture.

Heightmap woes

I started toying with converting some of the mars bitmaps into height maps.

Here is my first render… This is that crazy canyon formation (called the Valles Marineris) that I mentioned in the previous post… and I believe that’s Olympus Mons in the distance.

You can see right off the bat that there are a ton of random issues with this image.  The most troubling for me, though was the very prominent aliasing.  Now, I’m working from a 24-bit png… so i had assumed that aliasing wouldn’t be such a huge problem.   For those of you not familiar with Aliasing, click on the thumbnail to the left and look for what look like ugly topology lines in the flat surfaces.  Those should in fact be smooth.  It’ll take a little more monkeying with the settings to get a satisfactory image…

Here is a section of the height map that’s visible in the rendering:

If you click on this image, you’ll totally see the color change lines that cause my aliasing issue.  I’ll probably need to dip into higher resolution images… those will have “rougher” grain and should alias a lot less…

A change in focus

So I gave Drupal a try but found that I had no patience for actually writing HTML or messing with the hundreds of little plugins… blah. How things have changed… so.. hello WordPress!

A couple weeks ago, I had decided to enter the Exile Villify video contest. I started down the road of modeling out the various elements that I wanted in the video … but a combination of lazyness and Rock Band 3 got in the way.

I did learn an awful lot about the subdivision surfaces in blender, though… so I can’t say that it was a complete waste of time…  I found that the objects in this scene, though they look primitive, are actually pretty complex… The turret in particular, with its rounded shape yet sharp edges.  I definitely had to get competent in cinching edges and marking seems.

Since acknowledging that I won’t make the deadline for the music video, I’ve decided to morph the entry in my In-Flight Projects page to a more general non-Aperture Science branded set of robots making music.  It’ll be a good excuse for me to mess with the Structured Audio bits of MPEG4.