Hey there, nice progress so far! One of the first things that jumped out to me was the evergreen trees in the mid-background. They all look the same for the most part, which really breaks the immersion (most of that problem is centered around the silhouette up top). This could be fixed by simply rotating them a bit, but it…
Great observation! You're right that classic SfS thrives on uniform albedo and diffuse surfaces. However, Nack isn't strictly limited to small patches. * Scale: The 1x1m limit is mostly a 'flash power' constraint. For a 10-meter rocky mound, the Sun becomes the perfect directional light source. As long as there's a clear…
Hehe, that's pretty cool. I like how it's up on blocks and the tyres are deflated :) Not sure if it's just your lighting setup, but it looks like the normal and specular aren't really doing much for this, mostly it seems like matte diffuse. What does it look like if you render it with just a flat grey diffuse texture…
I agree the lighting looks weird. Of course in a 3d enviro you're always gonna have 'bad angles'. But for a static shot you can achieve a 'perfect angle'. Right now it's really bright and suggests daytime, but your skybox suggests night time. Also, seems like the light is coming from right behind the player, which makes it…
Hey guys, So this was a relighting exercise using a scene from Liam Tart I was trying to capture the mood of a deep space dreadful atmosphere, one that is prevalent in the Alien movies, and give it a cinematic quality treatment. I added some blood decals to spice up the vibe even more. More and better res pictures here…
I'm wondering if anyone knows how to bake information from a low poly character, with the normal mapping texture info in a lit scene, into a texture file? I'm toying with Surface Sampler, toying with the "Diffuse Map" and "Lit and Shaded Color Map" output settings and so far I'm getting black image files.
You are about right. Well, I rendered in production, but try to keep my lightmaps as low as I could to speed up the renderings, I thought resolution was more or less good, but if it popped up for you I might have to increase then for the next versions. The only problem its that light baking takes a lot, so I have to do it…
First off,some credit would be nice. Im pretty sure its ilja though (japhir). Anways, it depends on how experienced you are as a 3d generalist aswell as how you handle characters if they are not low poly. Judging from your statements,id say you are relatively new to the whole designing thing. Theres an awesome low poly…
Got it! I haven't tried those lights yet. Is it alright to use emissive lighting for indoor settings? I gave it a shot, but it didn’t look quite right, so I must be doing something wrong. How do you set up fluorescent lighting indoors? What type of light do you use, or do you apply an emissive effect to that object?
Was just wondering what everyone uses or if anyone knows a quick way in photoshop to do this. There's always shadows and Agisoft offers an option to do it with the professional version which is over $1k. I'm willing to pay, but that's a little outside of my range just for that feature. I have access to…