Just for ****s and giggles, go to the "Lights" panel and add a skylight, then press F10 to bring up the render dialogue, go to the advanced lighting tab, and set it as "Light Tracer"
It will take a bit more to render, but I want you to see the difference it makes.
Just for ****s and giggles, go to the "Lights" panel and add a skylight, then press F10 to bring up the render dialogue, go to the advanced lighting tab, and set it as "Light Tracer"
It will take a bit more to render, but I want you to see the difference it makes.
Tried it, it looked terrible. Worked on it in PS a little, fixed the lighting a little, etc.
Probably should have mentioned you needed to turn off all the other lights in your scene except for that skylight. Oh well.
You should probably get in the habit of lighting your scenes how they'd be lit in real life, ie. lights on the ceiling in common patterns.
I highly suggest working with the VRay rendering engine as well, I know you're doing all this to learn game design, but there's nothing wrong with learning the other side of modeling!
The bars look much better now, gives it a bit more realism.
The lighting in general has improved a good amount, and the machine's title block looks proportioned the right way now.
Learned the basics of Vray today. Didn't model anything here or worried about the UVs and whatnot. Just getting a hang of Vray materials n stuff. I'm really rushing to finish my final projects due for next week, so I'll post more next week.
Woo. First semester is finally over; now I get a chance to sleep. I have three projects to show y'all. First is the big one. This project combined 3 classes in one (3D environment, Texture, and Game Engine). I ran out of time to make better textures, but oh well. Everything you need to know is in the description of the video. Watch it in glorious 720p.
3D animation. All we had to do is animate a character to some audio, minus the lip syncing. I chose a sample from a Venetian Snares song, so you might recognize it. Fun Fact: I was the only one in my class to get to the refining stages of my animation. In glorious 1080p for no reason.
And finally Modeling. We had to take a Pokemon and make it scary looking, so basically creature modeling, low poly of course. This model is actually only 2.1K polys. That's incredibly low poly and has a lot of detail. Normal maps are amazing things. First rotation is without armor and the second is with. I couldn't decide which looked better, so I put both.
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