Showing posts with label texturing and shading. Show all posts
Showing posts with label texturing and shading. Show all posts
Thursday, 7 February 2019
Minor Project: Environment Modelling #11 - Glass Vivarium Texturing
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
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