33. Lighting & Rendering: 3-Point Lighting 3-point lighting is the base used in the majority of lighting set-ups for characters. 3-point lighting uses a key light, back light, and fill light. The key light is used to brighten the focal point in your character, usually the face and some of the upper torso. The fill light…
34. Lighting & Rendering: Rendering Marmoset In Marmoset you have the option of using their Sky Lighting to light you scene. This help to fit your character in a specific scene or mood such as daytime, night-time, forest, and glacier. These can contribute to the ambient lighting in your scene and help your character look…
35. Lighting & Rendering: Render WIPs I experimented a lot with my lighting and rendering set up to achieve the look I was going for. Ill post a few of my WIPs and explain my thoughts along the way. This was my first shot, just using the Sky Light and 3-point lighting set up. This render was a good start, but some parts…
18. Baking: Lightmaps There are a few different types of lightmap you can utilise and each has its own uses. The most common one is a Point Light Map which involves placing lights within a scene and rendering a lightmap from your low-poly. This can be done in 3ds Max by setting up some omni lights in your scene, spacing…
21. Texturing: Setting Up Your Bakes This stage can be both quick and rewarding and really shows off the work you put into your bakes. I created a new folder inside my diffuse folder and called it Lightmaps. This is where I put my bakes for Ambient Occlusion, Cavity, Lightmaps, PRTp, and Gradient. For the maps that…
Hey Paul, I am glad to see that you are still making some good progress on this character despite being mega busy with your freelance work. I was just wondering if it would be possible for you to put full body image of the character at the end of each chapter in the future so that it is possible to see how each stage…
24. Texturing: Specular, Gloss, Emissive, Alpha I dont want to go into too much detail here as there are many in-depth articles covering this topic, but I do want to go over the basics to help out the newer artists. Specular maps are used to control the specular intensity of reflections on a material; the higher the…
Wow nice rundown, I learned some nice things, really great, thanks for the effort The result is really nice , but 1 mayor thing hurting the image You go for a analogic color sheme, intended or not, the thing is that you have the wrong yellow for it to work. Cold yellow is a world apart from warm yellow, a common mistake.…
6. Highpoly Sculpting - Getting Started There are a few rules and practices I adhere to when sculpting in ZBrush, so Ill start by sharing a few. Firstly, you should concentrate on the initial forms and silhouette of your sculpture. This means staying on lower subdivisions, and making the Move Brush your best friend! If…
4. Pre-Production - Concepting the Character After mulling over some ideas from the research stage, it was time to work out my design. I didnt want this to be a carbon copy of an existing Aribeth, I wanted to make something a little different - more to my taste. I went over my research board and look at which parts of the…