ambient + diffuse (light is additive) the diffuse term calculates per light and doesnt factor in ambient light. so you add it. also your forgetting your reflections ((ambient + lambert) * diffuse map) + ((specular + reflection) * spec map) its can be handy to put in a diffuse and reflection power multiplier so that things…
Looks great! I agree with Brandoom and everyone else. There is a bit of a disconnect in how warn some objects are compared to others. The main siding of the building looks very beat down, but the sign looks brand new. Some of the barrels and crates look pretty new as well. The nighttime lighting needs a little work. At…
So, i figured i'd have a go at something i've not really done yet properly and that's a normal realistic interior rather than anything overly sci-fi. So with that in mind, this is the project i've chosen. Tony Stark's Malibu home (garage only): Latest update: It's very early stages so far, only 2 nights spent work on it.…
More updates, Currently taking some online drawing class from Watts atelier of the arts, I've never actually properly learned drawing so figured it was the right time to try. I'm working on drawing fundementals II right now. I've also went a couple time to do live drawing/painting in montreal, I went to the 3h long pose so…
My ZBrush scene seems to be stuck as a silhouette (see picture) I've tried messing around with the lighting but that only seems to bleach out parts of the model. The lack of definition is making sculpting pretty tricky =P Any help appreciated!
I need my shadows to be darker than they currently are like in this concept thread challenge. http://www.polycount.com/forum/showthread.php?t=120420 I am fixing my lighting but is there a way to get dark shadows like the concept? Thanks.
I met a traveler on a green foreign forum page He seems to learn a
lot through his experience and age My hat is off for
any wisdom to be spare. End even no need for any goat sacrifices as a fare for gods to please
them in my sake , to be awake and drive beyond
what lurking evil might be there. At first it might pretending…
Hello Everyone, Upon making texture maps for a model Ive stumbled upon an issue regarding post-compositing. I used a simple BLINN shader, and I call it MATERIAL_Turntable, and my renderer is Mental Ray. My goal is to have light pass through the transparent areas of the planes that are NOT covered by the leaves and grass…
Looking good, and almost there! A few things: I think the roof should be a bit more of a darker and saturated orange. The grooves between each roof slat should also be much darker and more saturated. The windows might look pretty cool with a slight reflection vector on them. I think you should model the top house's windows…