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
glad to help, I think alot of images go by the wayside because people tend not to look at the job after the fact. Boom! one render and its 'next please'. I think its more of a 50/50 option in 3d and 2d to get the best out of it.
the image is looking better, but the specular pass is burning out. Perhaps use a blinn. I find that using a lambert can cause this issue. Theres no spec control at all. Also maybe worth trying to do the specular pass on the model itself so save time in that area.
With regards to layer comping, I found its what works best at the end of the day for you to achieve the desired effect, especially when it comes to layering on textures. Theres a lot of adjustment involved but in this case it sure beats the hell out of 'uv'ing another 'cube' LOL
Edit: Also with regards to spec, (think outside the box here) you may not want all the buildings to be shiny, regardless of being a future city
Hi Jay,
hehe, I thought that it WAS mainly bang a render out and then touch it up in photoshop, not to actually take loads of layers and then play to get a nice effect afterwards (which is much better now that I know and have tried )
Yeah I really liked the effect of the reflections in the rear central skyscraper and stupidly thought it would look good everywhere (like you say, not all buildings need to be shiny). I've knocked the blinn settings down so hopefully that and maybe not using the color dodge will bring things back down to earth a bit.
here's another play but its mainly getting the specular levels down a bit and slightly moving things around to better draw the view in. Once those bits are finalised then I'll render the relevant layers out and start working things up
Yeah thats good dude. It will probably need adjusting once the color begins to stamp its authority over the image.
DCs stuff is a bit of everything, reference and his own skills. Its worth getting the Ballistic Publishing book MAtte Painting. Hes a featured artist in it, with probably the best section of the book.
Here's a bit more playing with areas to see what could work.
I'm thinking for the foreground buildings it would probably have been a good idea to model more geometry and texture them and then just touch it up in post. With the mid and background buildings just doing matte painting would be fine
If anyone knows where there are highres references of skyscrapers or building textures then let me know - the original size of this is 4000x2500 and I'm having real trouble finding decent textures
This one has the depth fog still in just so it shows a toned down version:
thanks arran hope you got your system sorted out btw
cheers Jay
I just remembered I have some in one of my many reference collections from ages ago (cant help saving stuff for later if it looks good). Dont know how high res they are but they might help
If you still need some reference pics for city scapes I found the following 4 pics each at 1920x1080 .png's. If you want em, send me a PM and I'll send them you...
"If you think you can or if you think you can't....... you're right!"
- Henry Ford.
You may not post new threads |
You may not post replies |
You may not post attachments |
You may not edit your posts |
BB code is On |
Smilies are On |
[IMG] code is On |
HTML code is Off