Showing posts with label texturing and shading. Show all posts
Showing posts with label texturing and shading. Show all posts

Wednesday, 23 January 2019

Minor Project: Room Modelling #9 - Lighting & Texturing Advice

I also spoke to Alan regarding lighting and texturing my scene, specifically asking about the glass that will feature so heavily in the scene. Had a look at a few different types of lighting and which would be most useful in my setting, a sky dome being key with directional lights to create the needed shadows and possibly a few point-lights within vivariums just to ensure everything can be seen. I have a lot of notes about an array of questions I had re:texturing, including alpha channels and how to properly bring in and set up images to work that way, as my leaves within the vivariums are being created this way. I now feel a lot more confident going forward. Below are some screen grabs from explorations into a few things earlier. 



Monday, 4 January 2016

Maya Tutorial - Texturing and Shading 1 - Shading Networks: Sampler Info Nodes

1 - Double Sided Shader

Textured front of page


Textured back of page

2 - X-Ray Shader


 Translucency (X-Ray Lambert)


 Added Colour


 Adjusted Ramp


 Added Ambient Light


Added Glow to X Ray Lambert

3 - Rim Light Shader

Grey Model (first 4 renders I forgot to render through shot cam whoops) 

 Original


 Ramp plugged into incandescence on blinn

 Swapped ramp black and white


Ramp black set 0.5 


 Grey model colour set on ramp white

Softened Light

Colour Model



 Original

Coloured ramps plugged into incandescence, but not hair, shirt, jeans

Shirt, hair and jeans ramp colours plugged into blinn incandescences 


Shirt colour gain increased, lighting refined/smoothed