This course will look at the fundamentals of modeling in Maya with an emphasis on creating good topology. We'll look at what makes a good model in Maya and why objects are modeled in the way they are.
i could probably step down the smoothing on the face, its a little unnecessary, as it still looks good at a level 1 smooth, same with a lot of the other elements.
thanks
Bradysammons.com
New Media Designer
Student: Academy of Art University S.F. My WIP
I would say start with a more interesting camera angle, the model already has the bind pose thing going on so may want to ditch the 12 O' clock view and maybe soften the shadows a wee bit. This render doesn't "look like garbage" btw.
rendering is supposed to look like garbage until you've spent as much time on lighting, posing, & camera placement as you have on the actual modeling/texturing...
everyone always wants to learn how to model/texture and then just find some 'make awesome render' preset or plugin *MR SKY COUGH* that will make their model or scene look perfect... you've really gotta finesse it if you want something to look good, because eventually all the plugins will just look same old, same old.
You could look into 3 point lighting (some people think its a cure all but quite frankly I think it has its time and place). And I agree with NeoStrider, lighting isn't a cookie cutter, cut and dry matter at all, just like modeling,texturing, animating, the possibilities are endless and you can actually find yourself tweaking lights and whatnot and doing test renders for quite a while before you get things "just so". The MR physical sky feature is great (for certain situations)I've seen cases where it did more harm than good.
Personally I think it comes down to what mood you're trying to set/ what you're trying to show off or hide. I suggest you google up images, like studio lighting (or something really specific lol) just as an example and take some notes.
if that was three-point the shadow would be coming off at an angle... unless you've got the lighting camera-centric (based on the location of the camera), then it makes sense but really kinda looks the same.
try altering the colors of the lights. you don't have to have a blatantly orange light, but the subtlety of color helps suggest a mood. you'll notice that some people that use a slight color in one light use the complimentary color in the other light. the most successful combo is the orange/blue for lighting. (the blue suggests areas of shadow - or the places where there's a lack of orange lighting.)
don't forget that when trying out the three-point lighting scheme, your key light is the only one that casts a shadow. it's also the brightest of the 3 lights. the fill light should be about a third to two-thirds of the intensity of the key, and your backlight can be a half to a quarter strength of the key.
if you want a softer (but still defined) shadow in the back, try using an area light instead of a spotlight or a point light.
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