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
I've been going through tons of websites and a backlog of 3D world cd's for reference textures since Jay mentioned about the free ones on the latest edition. Its time consuming going through over 20 cd's I can tell ya!
I'm also on with making a game in virtools for a project so progress on this scene will come and go over the next couple of weeks.
well, realised this might have to be in next week so its back to doing more
Here's another update adding some other textures in. Somre are unfinished but I'm aiming to get all the textures in and then concentrate on hand painting it up to a decent level. There will be text overlaid along the top and some text/icons along the bottom (on bands of light areas) so I might not get to do the vehicles till a later time. The sky still hasnt been added back in.
Here's some more progress on changing bits that I didnt like and tidying up some areas. Probably one or maybe two more days on this and then thats it
Text will be overlaid along the top and bottom and so a few bits will be obscured (like the front right textures on the round building.
The sky color is bluer as well but I cant find where I put the layer (d'oh)
Good progress mate, a small suggestion, this harks back to my days when doing 2d art (Im reminising whilst smoking his pipe in a rocking chair) : make the foreground buildings darker, then adjust the mid section slightly less and so on until the background is the brightest part of the image. This will add even more depth and scale and also contrast.
Cheers Mat, I'm at Leeds Met doing Creative Technology (3D mainly with some photoshop thrown in). I think you said you were at Bradford weren't you? I very nearly was there this year but changed my mind at the last minute (job related).
Cheers Jay, thanks for the tip - I've been playing with that technique today and it does help. Eee, these old grandpa's in their rocking chairs can still teach us young whippersnappers a thing or two
For this hand-in I'm probably going to omit any detailed cars and just motion blur some elements in there. In the future when I revisit this (and do a far better job) I think some uber cool futuristic vehicles will be the order of the day!
Cheers
Si
and a reversed black and white which I do quite a bit when working things up (or used to do many years ago):
Well here's the final image (without text). Not quite the result I was after but it has been a great learning experience using render layers and trying some matte painting over 3D
I think it will kick start some more attempts at futuristic scenes soon.
A good learning curve for sure. At least you have the option to go back and do even more if you want. If I had the time I would have love to have helped, another time maybe...
matte painting is something that I mean to have a go at one day, you've done a great job there. Like Jay said, you can always go back and do a bit more if you wanted.
Flipping images is something that I used to do aswell (when I could be bothered to put pencil to paper!!) I found that it lets you see the picture in a new light.
if you do decide to make more, it might be nice to have some clean futuristic city scenes and some that are more dirty and messed up, with billboards and signs and smoke - sort of a contrast between utopia and distopia. just an idea.
Jay - yeah definitely, I think modelling the very foreground buildings would be a good exercise as well as adding in more detail. I understand on lack of time, especially with your Outlaws launch - hope it goes well
Mat - yeah the matte painting part was fun but made me realise how long ago it was since I'd done any perpective pictures! You're right about the flipping of pictures - I did it last thing at night for a quick look and then the next day started working on the flipped version before eventually flipping it back. It's good to see where the eye is drawn and to spot those ever present bad areas
arran - good idea on the contrasting styles - maybe make the same scenes all polished and shiny and then redo them as if there has been a war and everything has gone to ruin
I've got some 3D stuff for a game that I might put up soon, some 2D pictures and will be starting working on my final project (9 months at it) so plenty more threads will be coming this way
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