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
Concur that, at least for posting for review, these images are too large. Also, check global render settings quality sections. It looks like a draft mode render. Try using production quality render (at a smaller size :-)
AIM: mhcannonDMC
"If you love your job, you'll never work another day in your life."
Looks better. Next thing I'd recommend is moving some of your lights around to fill in some to more shadowed area. Remember too, that light is cumulative, so you'll probably what low intensity settings and varying intensity settings. I.e, you main light may be at .8 with shadow fill light at .4 and back light at .6. Try playing with the lights for soften up some of the harsher glare/reflections.
r/ Michael
AIM: mhcannonDMC
"If you love your job, you'll never work another day in your life."
i think a pretty major problem is the lack of consistancy in the smothing. What i mean by that is the front nose cone bit (with the exception of the front spoiler) has nicely beveled realistic edges. But the sort of chunky bits beside the driver have no curvature so they have that ps1 game early cg look to them. If the entire car were in that highly polygonal style and thats what you intended then that could have some stylistic quality to it. But as is it just looks tacky and incomplete. Also the grooves on the tire are too large a detail to just do with that texture map.
just some friendly c&c
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