Seems like by using a sky light it uses the emissive map to emit static light. This is how it looks so far. It doesn't seem to improve that much... I'm still figuring out how to do proper lightning. Added a few effects and the blood. About the blood. It is a material applied to a duplicate of the mesh on top. I don't know…
****Post Four**** Today I have been really focused on the fined tuned aspects of getting all the light settings just right as well as playing with post effects to get the right mood. I found this wonderful image online after search forever that gave me some insights and inspiration and motivation. The step are coming along…
Hey, good start. When it comes to models, you've got a pretty good blockout. However, on the right you seem to have a wall make a curve for the ceiling, while it should be straight. This also effects the couch next to the wall; the backpiece of it is too thick, it should be way narrower. The blue table in far left corner…
Hey! The modeling here looks really good to me, so great job! The details on the train engine are really solid. As far as critique goes: - The sky seems really low res. Find a higher resolution for this. Check out the clouds in the upper right corner for the most problematic area. - The lighting feels flat and pretty…
Whatever gets across your strongest skill set and lets them know you have talent. I don't see any harm is making beauty renders, as long as that isn't the only thing you have. Construction shots, texture sheets and viewport grabs can be just as important. They let the employer know; - You aren't throwing 1 million polys…
hrmmm.. if your just mostly using these matte materials to be proxies for shadow casting why dont you try using multiple sets of lights. a set just to handle the background, a shadow casting light and a no shadows light, and use the include/exclude list to choose what objects you want to have shadows and not. and since…
Hey Colin, I think the scene is well laid out, and it feels like an actual 3d space that exists, but the lighting is a bit off to me. So I did a paintover below. The teal arrows are the seeming light source directions from your piece. It's as if there is a sun to the mid left, another sun top right, and some kind of fill…
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…
It's been a while since I've updated this thread. I've had a look at the lighting and reworked some the textures. I've tried to create a set of lights that are as realistic as I can get them. I've tried to kill off most of the red by switching up the textures, desaturating and modifying other lighting & postprocess…
that si pretty cool base u've got! The mesh modules are definitely great looking. My only concern were lighting colors. The blue-orange interior lighting looks beautiful but there is no lamps to explain this kind of colors. There is also a slight mismatch between exterior colors and light hitting the floor from windows.…