Yeah for sure, it's a dialog i love having, i also have the fun opinion that light theory is never taught right, and i've never seen a book that outlines how it actually works, and as such i think most of the internet is wrong haha. Really when i talk about this i try and stress that colour theory != lighting theory,…
Near the end of this video I do some slow panning around some trees to get a better sense of whats going on: i think the main thing is that there just isn't any hard lighting at all which gives away the cards. Very soft lighting, whichever cards are facing you always seem to be a little bright sort of? The billboards are…
Hi everyone, what a busy week ! I was still figuring out how to **render** this piece in a proper way staying in the *anime* field (but not too much). I got overloaded tweaking the **lightcaps**, **matcaps**, **shaders**, **textures**. and finally **bpr** settings... it was a lot to be honest to dig in and especially test…
Working on a game-ready portfolio asset for the StarCraft II engine. It's kind of a construction site crane with some pretty tanky treads that'll be able to sorta dig it into a spot for better stability. * 3DS Max for modeling * 3DCoat for sketching/normal map prep * NDO for hard surface normal map The spec is super blown…
http://i55.tinypic.com/qozyfq.jpg What i want to achieve is a lighting effect which emits from the posts i have shown. I would also like to have a suttle fog so you can see the beam of light shining down on the platform. Does anyone know the best way to achieve this?
Hey guys, thank you for all the comments, they are very much appreciated. I agree about the wear and tear being uneven. I'm planning on using some decals, but later on in the project. I want to put all the assets in first. And I'll definately change the concrete slabs, they were pointed out to me by everyone that I showed…
i have created a diorama of room with 7 lights . But 'coz due to export limits for omni light with shadows and GI , the scene looks flat when exported to viewer. Is there a way to bake the complete lighting on to albedo map or any other work process? https://www.artstation.com/artwork/Kaz50r
Fantastic!, this looks very good already - PM'd if you don't mind - would love to help test, offer some help if I can. Very interested in custom lighting - perhaps lighting graphs or is it possible to add lighting modes? My three comments :) 1. Shader Management. My no.1 hate of Strumpy is how hard it gets to manage many…
You're right, my lighting is kind of off. I will move the point lights on the upper rocks down lower so they look more like they are coming from the lanterns. There is fog in the scene, but it isn't very thick. I didn't want to drown the scene in fog, but I will play with the fog strength a bit. A mist and/or dust particle…
I'm not an artist, I'm a programmer so that might explain my approach. What I like to do is figure out the FOV and position of the camera by identifying the right angles in the image. I use a camera in Blender and a background image set to the reference imiage. I usually figure out FOV/cam position with a 3d…