Three books I recommend are: Color and Light by James Gurney Digital Lighting and Rendering by Jeremy Birn Illuminated Pixels by Virginia Bowman Wissler James Gurney does traditional painting but everything he teaches in his book applies to 3D Lighting and Texturing. Birn's book is pretty much the industry standard for…
Good looking wires! A bit on the heavy side as far as polycount but i guess its ok for a portfolio piece. About metalness, i believe that painted metal is somewhere in between metal and plastic but its hard to determine where exactly is a certain material and its even harder to generalize. It depends very much on the type…
This is due to the dithered blending technique, alpha pixels are either 0 or 1 (fully transparent or opaque), and then the result is multi-sampled to blend it smoothly. It may look somewhat noisy in the viewport, but it will smooth out when you render the final image. Increasing the number of samples will soften it…
All caluclation, comparisons must be done in the same 'space'. I.e. camera space is the view of your rendered world from the camera perspective, light space is the view from a single light source etc. It is better to use a single space and transform all other data from their original space to this common space. Most modern…
I had no idea I had so many replies on here. I have been working on this cart...A hand movable cart, for use moving these hay stacks around the field. Nope no references. This is probably my number one problem with my work flow. I never use references. I start my object, get an idea of what I want it to look like and just…
Olivier Thill does it exceptionally well, unique and awesome technique: http://www.zbrushcentral.com/showthread.php?t=93536&page=1&pp=15 http://logan117.cgsociety.org/gallery/912211/ It's not really game art as such since it's not optimized for use in an engine. With regards to your question, I'm not sure why you'd want to…
1) The Robogirl. I'm generally just not down with the design of the character, which is a little more deeper of a problem than the texturing skill or rendering skill. It just doesn't look well designed. 2) From the clutch of anime characters I'm seeing, ignoring my taste critiques, there's items like how arms are deforming…
Depends on how much that surface is going to slow down rendering. Alpha is slower than more triangles, in general. Also it slows things down when the engine has to do a "state change" in the middle of rendering a model. You don't want the whole model to have the alpha in its material, too slow, a waste of rendering speed.…
Hey Polycount, SO after this long journey with James its time its come to a close. Ive finished up my final renders of him and all that and I think hes made great improvements over the course of this project. Heres one last render for the road and if you want to see more renders and some break down images check out his…
Thanks Zpanzer! Yes, these are Max renders, and I agree with you about my presentation - now that I look closely, I see that the renders aren't matching my texture very well. I have 50% self illumination at the moment, but perhaps I need a little more! *sigh* presentation is harder than I thought haha.. in the end I will…