This course will look at the fundamentals of rendering in Arnold. We'll go through the different light types available, cameras, shaders, Arnold's render settings and finally how to split an image into render passes (AOV's), before we then reassemble it i
here's the start of this new char
as the previous the original char is from Feng Zhu i like this kind of subject and the art of Feng ... this is the reason of repeated "inspiration".
Looks pretty cool. Just some of the edges look too sharp. And his ear peice thing there, it needs to be smoothed out, because its too blocky compared to the rest of the head. I like the color.
edges will sharped but ear piece is as is ....i'll work to make it so realistic and.. i'm sorry for color.... but after a quick-tweak that nice pearlescent blue will be replaced from a shining metal texture ... this char is slightly different from original model and maps will be more accurated than Anubi's work , i'm not sure i'll mantain the original texture from Feng Zhu got some ideas???
One thing about light. Do your textures first, then light you scene. If you put a light on it before you texture, say - with that really reflective phong - then adjust the light to it, when you put your real texture on it, you will see a definate change and have to readjust the lighting again. Shading, color, and texture all all have an affect on how the final lighting will look on it.
Dave Baer
Professor of Digital Arts
Digital Media Arts College
Boca Raton, Florida
dbaer@dmac.edu
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