The skylight needs a slight bluish color and the direct light is a bit orange.
You can render this in two passes and composit them later so you can adjust the strenght of the ao. For the ao pass i would setup a simple pass override for all objects with a ao material.
Would the metal parts be assigned their own material? Is AO rendered on a seperate layer and combined in photoshop?
Yes, why not? Just model the object in seperate parts. There is no need to model it as one mesh and use one material . If you want to render multiple assets in one style it would be good to setup a material library which contains all basic materials and a a basic light setup scene.
There's no direct light I can see in vray2.0 so I just used the sun.
About materials, what materials did the guy use in that catapult render? Even if you just guess something close that'd be helpful.
Another thing, using the AO vray plugin, the output for the vraycamera render is very grey. Is there a solution for this other than adjusting the levels in photoshop?
Another thing, using the AO vray plugin, the output for the vraycamera render is very grey. Is there a solution for this other than adjusting the levels in photoshop?
Found a work around, Just switch the Camera view to perspective (doesn't seem to change what is rendered) and then do the AO plugin render.
You don´t need to download or buy any materials. Just use the vray standard shader and modify it to fit your needs. I used vray some years ago but the material setup is the same like in every physical render engine.
So for metal you would need a dark diffuse and a slightly colored specular with some fresnel. Wood is basically only diffuse with very little spec and a basic wood bump or displacement map.
Found a work around, Just switch the Camera view to perspective (doesn't seem to change what is rendered) and then do the AO plugin render.
You don´t need the vray camera. Just use the standard one. The vray camera provides you real world camera options like exposure etc. If you don´t need them for your rendering just stick to the standard camera.
Replies
The skylight needs a slight bluish color and the direct light is a bit orange.
You can render this in two passes and composit them later so you can adjust the strenght of the ao. For the ao pass i would setup a simple pass override for all objects with a ao material.
The camera needs to be orthographic, there are some threads on polycount on how to setup the camera. For example http://www.polycount.com/forum/showthread.php?t=97997
Yes, why not? Just model the object in seperate parts. There is no need to model it as one mesh and use one material . If you want to render multiple assets in one style it would be good to setup a material library which contains all basic materials and a a basic light setup scene.
There's no direct light I can see in vray2.0 so I just used the sun.
About materials, what materials did the guy use in that catapult render? Even if you just guess something close that'd be helpful.
Another thing, using the AO vray plugin, the output for the vraycamera render is very grey. Is there a solution for this other than adjusting the levels in photoshop?
http://www.vray-materials.de
Is that the usual workflow for using vray?
Found a work around, Just switch the Camera view to perspective (doesn't seem to change what is rendered) and then do the AO plugin render.
So for metal you would need a dark diffuse and a slightly colored specular with some fresnel. Wood is basically only diffuse with very little spec and a basic wood bump or displacement map.
You don´t need the vray camera. Just use the standard one. The vray camera provides you real world camera options like exposure etc. If you don´t need them for your rendering just stick to the standard camera.