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
That's looking really nice. I agree with BabyDuck's comment about the size of the waves. Also, the scale of the bump map on the cement base seems too large. As with the waves, it makes the bridge look really small.
Thank you very much for the suggestions!!!
I think what happens is that I get so used to looking at my works that I can't look at them objectively anymore.
I have tried to apply the suggestions you guys gave me. Any better this way now?
I know, you did say before about adding more cars... And now you force me to reveal why I didn't!!!! I would like to say it is a
compositional decision... Well, partially... it does add to the loomy atmosphere, I think... But the truth is that the car you see is the simplest silliest car you can ever model, and if I was to add more cars, especially in the foreground, I would have to model them seriously... which I am not too good at... So it is mostly laziness...
One thing I would like to ask to everybody is how to texture the cylinders that make up the foundations of the bridge without it
swirling around in concentric circles. Anyone?
Thanks for the tip! It didn't seem to make a difference, but thank you anyway. I also tried the texture options in the Polygon menu and the Projection mode seems to eliminate the concentric mapping, but it looks really flat.
Wow, thank you Cyrius, that is some compliment!
The sea is a soft body with a turbulence field, and on top of that I put a variation of the "ocean wave" shader you find in the Alias | Wavefront web site. That shader is great, you can change parameters and get an endless number of variations: calm water, stormy water, sunny day, overcast day, shallow water, deep water, you name it.
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