yeah I am glad I posted on these forums. Alot of good info from each and everyone of you. Your right I still dont feel any mood. Sadly I am horrible at lighting and still working on that part. I still am sort of not sure what type of mood I want yet. I will have to decide real soon though. Yes i do have access to Z-brush.…
Hey guys, could I trouble any of you to help me solve this problem that's been bugging me all day. Its kinda self explanatory with the images below, its the highlight on the brickwork below the windows. Cannot identify where/ how they are receiving light like that, what is causing it? and here are shots of my UV channels…
I’ve been developing a fan-made Overwatch character as part of a 3D character study for my portfolio. I’d really appreciate your thoughts on both the visual design and the abilities, as well as any suggestions you might have.
So I tried a few more lighting setups today and I'll think i go with the first one (left side) for the final render and I will also add 2 lights later. :) Which one do u guys digg the most? I also experimented with this material a bit more to get the right feel (Am I going in the right derection)?
This is the first time I've seen her with hair, and what strikes me the most is the values around her head and face. You have the shadows under the hair and the chin, on top of this dark blue material, contrasting with the light values of her face and the super bright head crest thing. It's giving an impression to me of a…
Hey guys, Just starting out in UDK and assembling a scene and of course ran into some issues. I wanted the water (followed this tutorial http://www.hourences.com/ue3-water-indoors/) to emit a faint glow and tried to fake it by placing a directional light at the water level pointing straight upward (I have it selected in…
the light was supposed to be some sort of yellowish car lights, parked in front of the house, but you're right, the viewer has absolutely no idea there's one right there. thanks for the constructive criticism, this was my first attempt at V-ray, i'll try to have a better view on my next one and maybe add a more complex…
Brygelsmack: Thanks dude. At the moment it's very simple, just a visarea, portal and local cubemap with a couple of ambient lights. You also need a giant global cubemap as well to light the rest of the map. Like this. danscott: Thank you. Yes you're completely right about the books, they are literally 6 sides at the…
Right, yea thats the best clip i have of it unfortunately but basically it's not a texture, that light on the spheres is actually dynamically projected on and isn't a light map of any kind. which means the lighting should be able to dynamically light these objects from any angle and you would get the same "hailstone"…
I tested Unity's de-lighting tool on a rock scan from a few weeks back, here are the resuts! model A bit about the process here: https://petemcnally.com/2017/07/26/afternoon-de-lighting/