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 Sponsor | Kibiyama | Apr 10, 2:46am | For my lighting, texturing, and rendering class. I stayed pretty low-poly, because that's just what I do. I'm a little unhappy about the tile texture (it looks too regular/predictable), but the rest turned out alright.
The final renders:

"Normal"

"Distress"

"Extra shot of your choice" -- a cheesy high FOV shot with a more obvious blur on the Z depth.
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These shots are actually composited in Photoshop. Let's take a look at the "Distress" one.
The lights are split up between "direct" and "indirect" lights, which are analogous to "key" and "fill" lights in the real world. For an architectural shot like this, a backlight isn't necessary.

Direct lights.

Indirect lights.
The keypad and the "lights" themselves are self-illuminated, so they appear fully-illuminated in both passes.
Here's where we start doing things you can only do on a computer.

This is an ambient occlusion pass. It makes things darker where things are closer together, and lighter where they're further apart. It's meant to sort of simulate how much light can get to an object.

And this is a z-depth pass. Dark areas are farther away from the camera, light areas are closer. This is useful for a few things, but I used it for a Photoshop filter called Lens Blur to simulate depth of field.
Mixing the passes together is rather guess and check, but ambient occlusion will generally be a multiply layer because it represents shadows. The rest depends on what sort of effect you want from your lights.
For this one, I used the indirect lighting as a base and set the direct lighting layer to lighten, since I already had a good base with the indirect and just wanted the explosively-bright parts of the direct lighting. Then, on top of that, I set the ambient occlusion to multiply and pulled back its opacity to 50% to keep the bright parts reasonably bright. |
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| Stumblin-Slider | Apr 12, 8:39am | | AWESOME! for the 1st 4 I wouldnt have the floor tiles, but overall theyre nice pics! |
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