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
good point joopson I'd better do a scaly looking version too to make it less lizard and more dragon like. I might also add some small horns or something on the head as its looking a little bare.
cheers THX1138, thats just the base coat at the moment, it needs a lot more work yet
Just got a gfx tablet so it means I'll be able to work far better than using a piddly laptop mouse on a train - woohoo!
(though it means I can only use it for texturing at home - bummer)
Nothing much to show at the minute as I'm remapping the dragon UVs :eek3:
They were a little all over and made getting the textures precise a little hard. Hopefully have some half finished textures up soon
hehe, maybe after the competition ends joopson, or maybe once I have a few more models under my belt
Minor update, the UV's have been layed out differently (hopefully better) and I've added a detailed eye.
He'd had more muscle definition added but its been toned down to keep the model simpler.
Plenty more texturing detail to do!
ei8ht b8ll - thanks I've just started concentrating on bringing up the contrast in the underlying skin/muscle areas and then I'll probably draw the scale layer over the top.
jramauri - cheers its just a variant on the great eye tutorial doing the rounds here (I'd forgotten how simple some techniques in photoshop were!)
Fallenswordsman - cool, I was hoping it still had that 'cutesy' factor
Still looking forward to doing a shiny metallic texture version but I'm still accumulating reference material. If anyone sees any simple chromed metallic pictures that may be useful ref then post me a link please :bow:
The texture is really tightening up and coming together. My only observation would be turning down the saturation on the little dragon a bit or possibly add some hints of contrasting colors to break up the bright green just a touch. Of course I'm probably not fully visualizing the whole picture with the rider and all. Looks like your just about finished!
cheers for the c&c Dave, much appreciated. I agree with you that the high saturation needs to come down.
I've added some arm detail this morning and will post it later. It should give a better idea on the final effect (of the none-scaled texture) that I'm after (I hope )
I'm working on little areas to bring the detail up to scratch and still have to tackle the feet and saddle but the thick strap idea is definately one that will be implemented dae - cheers
I'll be looking for dragon scale texture references tonight/tomorrow for skin2.
minor update, added detail to the saddle (tho it shows some of the stretching around the straps where I was having problems...)
Its taking some effort to get used to using a tablet again!
oh and I thought it'd be interesting to see both models together to get a better feel for scales and if the textures clash too much....
2810 tris for the whole lot so far. Looking at both together I can see that the samurai should have a more detailed geometry (especially around the head).
well its good to understand just a weeny little bit the amount of effort it takes to create game characters and there's still rigging and animating after that! yowsers
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 Off |
HTML code is Off