BC4-1810 Homework, Simon Buz

Collaborations

Jumping into train for homeworks.

Lighting a Simple Bedroom


Toy truck


Shading sports car

  • Grady Pruitt(gradyp) replied


    svetimas for the most part, I agree, it looks pretty good.  think yours might a slight bit more roughness on teh base? maybe? Or maybe yours has too much fill or ambient light.

  • yukino hatake(yukinoh1989) replied


    silentheart00 thank you :D . didnt knew there was a tutorial here about it :p should checked it xD .

  • Simon Buz(svetimas) replied


    yyukinoh1989 Yes, I used this course silentheart00  mentioned as a base for carbon fiber. Thought in 2.8 EEVEE gives a bit different result so you will have to play a bit with components and settings. And later watch the wood shader tutorial, it will blow of your mind completely :)


    This carbon shader should be a good base for a cloth too but still I haven't  got a good result. If someone manages to make a good cloth please share how you achieved it.

  • Simon Buz(svetimas) replied


    silentheart00 In the reference image the shadows close to the legs are pretty harsh but they become blurred out the farther they get from the subject. I couldn't achieve such lighting. Maybe I had to put double lamps, like one bigger and other one smaller but not so intense. I also took your other advise about world color. I guess it didint helped a lot with shadow color on the ground but shadows on the character now look more deep. Thanks for tip!


    gradyp You mean ambient occlusion or World color? I have turned of ambient occlusion and made world color almost black. I completely agree about fill light but at the moment I use 7 lights and now I am in position if I change ones settings to fix one thing I usually break the other.

  • Simon Buz(svetimas) replied

    Working on character shading. Still trying to find out how to bring ambient Occlusion into shader nodes. Is the only option to bake AO and bring it on as a texture?


  • silentheart00 replied

    svetimas Yeah, the lighting match looks better.  Good work.  For Eevee, the last I heard AO node isn't working, but turning on AO in the Render Settings has a little bit of an effect.

  • Jack (jack07) replied


    svetimas Hello! There's an AO node you could try, Input->Ambient Occlusion. I usually connect it to the base color. I don't know if it could work better somewhere else, but it does it's job!

  • Simon Buz(svetimas) replied

    I haven't managed to make AO shader  work (I'm using 2.79)  so it will be as as is now.


  • Kent Trammell replied

    Good work this week svetimas! Your light match is really close. It was a good idea to adjust the contrast; much closer than it was initially. I love the prominent rim light.

    However, 7 lights is way too many than should be needed for this setup. The busy shadows on the ground are a distraction. Could you post a screenshot of what your lamp objects look like in the viewport?

    All things considered, it's a B+ from me.

    Your character lighting looks pretty good though the quality is overshadowed for me by random procedural textures. The red fabric candy corn, the yellow blobby pants, and the orangy iron-ish back pouch. The green skin and eye veins make the most sense, but overall the character feels more like a material experiment than an intentional character render. That's not to suggest you haven't worked hard on playing with these various procedural textures! I know that's a lot of work and a tricky endeavor. But right now it's a little to random as a *character* render.

    It's a C+ from me.