Yeah this is a fairly common practice. Though most concept artists have to work so fast, pumping out so many ideas, that 3d setups are a luxury they can't afford. But some do it. I think this is a great start! The ant seems to have much less detail than the branch she's on, so that's a bit jarring. Also the shading on the…
Best way to present Character work would be the traditional 3-point lighting technique. Although not that realistic, it shows of the form and highlights the character from the background, focusing the viewers eye straight to the focal point - your character. Basically you have a Key light that sets the general direction of…
Hi i'm fairly new to all of this stuff and am a little lost when it comes to shaders. I am using Arnold with Aistandard's and theres material presets on Solid Angles website for a dozen different materials like gold and chrome and plastic. But say for example I want leather or polished carbon steel for a sword, there seems…
The image below has ambient light from IBL affecting fog colour, this is going to be a scalar parameter so people can decide whether they want it or not, and to what degree it's affected. I'm working on direct light interaction with fog right now actually. The end goal is for the fog to react in a physically accurate way…
I have reset xforms in the max models which seems to have corrected the major lighting issues I was having but I am still having issues with the normals in the second and fourth models. I have put numbers on the diffuse so you can see how the material is applied to the uvs of each model. The normals don't seem to like…
Hi there, Im trying out the Boat house interior concept. First thing I did was a small breakdown of the type of shading the concept artist was using. Because I want to try and preserve the style by the artists (including outlines): After this i setup my unity project and tinkered a bit with Shadergraph to know if would be…
Hi! By now you probably put your plan into action. When you're generally happy with the shading achieved by the modifier, you could apply it as a starting point. Personally, I define sharp edges while checking the mesh shading, placing UV seams at the same time (unwrapping in Blender). I had another look at the model, so…
@fmnoor Just to clarify, I work in Lighting which is partly why I am writing up this & researching. I do not think I am necessarily undermining the lighting role, as in the past it has generally been a case of arbitrary numbers & colours to create the desired look. This no longer works in modern day pipelines, hence the…
Ahah, awesome ideas and design! The 3rd one is nice with the cloths both classy and practical for fights! And the gear/armor on the 2nd is cool! You can feel this victorian over the top fashion/technology! I love them. As for crits, I'll say the first character (the mechanic girl) has a disproportion between the 2 forearms…
Even paintings don't look good in the dark. If your model were in a game it would be under many different lighting situations which is the beauty of using PBR. You can tell if you're on the right track if things look good in all lighting conditions. Obviously, when people show off their work they probably will use an…