Final entry for the CGHub 3d jam. I know it's not game art, but can you really blame me for shameless self promotion?
Now it's time to get back to my unfinished game art, especially since DW is on the fritz.
This is my light setup
All lights were emitting diffuse and specular. Since I was using Mia_materials, I relied more on reflectivity of the panels for specular values than that of the actual lights.
Here is the skin shader setup. A lot of people have said they didn't like the specular, and a lot of people said they did like it. Skin shading is so difficult to nail, and I wish I had a better setup on my pc so I could test render easier, but working on a laptop for everything, there's a lot of overheating and a lot of crashing when doing this renders, and that in turn eats up a lot of time.
Nothing fancy here, just a fairly good understanding of what the maps would do in each slot. A better understanding of the sss than the Mia functionality at least.
thanks for the breakdown of your material and lighting setup, i'm trying to mess around with stuff like this too. what exactly are the white panels? are they just self illuminated polygons?
did you also use the sss material for his eyeballs?
Wow! Nice job. Nice model. Beautiful work with the materials and lighting.
Thanks for posting your break down of the lighting setup. It will help me with my models. :thumbup:
spitty: thanks yes, those are just surface shaders with bumped up whiteness value that i used for aiding in diffusion during final gather as well as reflectivity of objects in the render. the eyes are just a phong shader with the added scattering effect that was put into all maya shading nodes back on version 8 or 2008 (can't remember exactly)... it can be pretty useful if you tune it in because it does give that slight hint of added effect, but if you don't dial them in, they can be expensive.... so you should really do some test renders of just that shader at various scatter depths and accuracies to get the best balance and not just crank up the slider if you ever decide to try and use that feature.
Replies
It would be great to see all the standard stuff, wires, textures flat shaded view bla bla bla.
Very well done Firebert, it looks great.
Shaded and Wire Views
This is my light setup
All lights were emitting diffuse and specular. Since I was using Mia_materials, I relied more on reflectivity of the panels for specular values than that of the actual lights.
Here is the skin shader setup. A lot of people have said they didn't like the specular, and a lot of people said they did like it. Skin shading is so difficult to nail, and I wish I had a better setup on my pc so I could test render easier, but working on a laptop for everything, there's a lot of overheating and a lot of crashing when doing this renders, and that in turn eats up a lot of time.
Nothing fancy here, just a fairly good understanding of what the maps would do in each slot. A better understanding of the sss than the Mia functionality at least.
thanks for the breakdown of your material and lighting setup, i'm trying to mess around with stuff like this too. what exactly are the white panels? are they just self illuminated polygons?
did you also use the sss material for his eyeballs?
Thanks for posting your break down of the lighting setup. It will help me with my models. :thumbup: