BC4-1810 Homework, Week 1
Here is my submission for the toy truck shading exercise.
Here is my lighting, fundamentals bedroom exercise.
BC4-1810 Homework, Week 3
Stop that goblin, he's stealing the Golden Candy Corn!
RESULT
GOAL
I used the goblin for both my character presentation and lighting match in one image.
The toy truck looks nice. Maybe a little more roughness to help with that strong gloss and reflection but that's a nitpicky thing.
silentheart00 I actually did that on purpose to make it look more plastic looking, but maybe it is a bit to glossy.
With the nighttime scene, the lamps look like they're pretty low-powered yet giving off a ton of light to illuminate the room rather brightly. The corner lamp specifically has a really hot highlight against the wall but it's barely showing through the lampshade. It makes the overall scene's lighting feel a bit funny; inconsistent.
The sunlight on the bed in the daytime scene is quite blown out. This may be a simple fix of enabling Filmic color space.
Other than those things it's a solid lighting effort. It's an A from me this week.
az93 Glad to see another submission from you, Matt! The elephant in the room for me is the splotchiness. It almost looks like a photoshop filter but a more educated guess would be that Eevee samples are set pretty low. Unfortunately that degrades chances at realism and believability and it's hard to see past. Also there's a reflection issue - which a lot of people are having - where the reflections on the floor are clipped too soon, leaving an odd gap between the car and its reflection. The solution is to increase the "Thickness" setting under Eevee's screen space reflection parameters.
az93 I think default is 64 samples, try cranking it up to 200 or more if need be.
az93 This might be a silly question, but did you press F12 to render the image? I can see orange lines at the top and the bottom, which makes me think it might be a screenshot. Eevee is a real-time engine, but you still need to go through the render process. Alternatively, if it is a render, I have seen similar artefacts caused by an overly strong denoiser. You can check the settings in the 'View Layer' tab of the Properties panel. Default strength seems to be 0.5.
shiennar I didn't render it, I have the samples at 200. I will render it and post the result.