Basic 3-ish tone rendering, no material indication, no light decay, no nothing.
Showing posts with label Rendering. Show all posts
Showing posts with label Rendering. Show all posts
Friday, 13 June 2014
Saturday, 7 June 2014
Study Journal: 08_June_2014 - Matte Surface Rendering and Shadow Plotting
I'v been working through more of Scott Robertson's Gnomon DVD's, mainly the Basics of Perspective and Matte Surface Shading (Planar) ones. I'm finding the techniques extremely useful for solving many of the problems I have when trying to draw things correctly (perspective, lighting etc.)
This weekend i've been studying the Matte Surface Shading lesson and learned about the Half-way to Black value assignment technique. It's a good starting point for learning how to decide how dark and light the different planes of a surface should be.
Assigning Values
Main things I learned:
- 1,2,3 Read is important.
- Form Change = Value Change
- The darker a surface is the less light bounces off of it.
- Light bounced onto surrounding surfaces is also tinted to the colour of the surface the light is reflecting off.
- The gradation of bounced light on surfaces has to be extremely smooth to avoid the value change looking like a form change.
- The brightest surface of an object is one that is closest to perpendicular/90 degrees to the light source.
Plotting Shadows
Notes:
- Shadow construction is made up of 3 main components: Light source location, length of shadow and direction of shadow.
- Because the sun is so far away, it's light rays are almost parallel when they reach the earth. Meaning they all can recede to one point.
- When front lighting objects you only really need to determine the shadow vanishing point, wherever you feel the shadows should recede to and then drop the sun in 90 degrees to that point below the horizon line.
- Side lighting is the same: if the scene is directly side light though, the shadow direction can be parallel to the horizon and the light rays can be completely parallel to each other.
- Diagonal lighting provides the strongest 1,2,3 read + a good cast shadow out of all the possible lighting strategies.
I think i've learned enough of the very basics to start practicing applying all of these techniques on my own for a bit before I move onto more complex techniques.
Note: I understand that these posts won't be interesting to anyone apart from myself but I feel it is really useful for me to journal my "boring" study stuff, so I can keep better track of what i'm learning and so I can collate any notes/thoughts I have on it in one place.
Labels:
Lighting,
Markers,
Practice,
Rendering,
Scott Robertson,
Study Journal
Friday, 16 May 2014
Monday, 12 May 2014
Update on my texturing project.
This is what I've done so far on the scene i'm texturing, there's still loads of stuff to fix and add. Also i've had lots of practice gamma correcting nodes and using (too much) bump mapping.
Thank you for perusing.
Tuesday, 6 May 2014
Shaders and Texturing in Maya
Today I managed to do the UV's for a scene we are doing in class. There's just one light in the scene at the moment.
The desk is supposed to look like someone had been researching about a potential experiment and that they're not the tidiest researcher.
The desk is supposed to look like someone had been researching about a potential experiment and that they're not the tidiest researcher.
Note: Geometry not made by me.
Friday, 18 April 2014
Small Update on Weapon Rendering
I didn't do a lot of art today, mostly mucking around in photoshop and finding a good way to render stuff.
This is what I got for today.
This is what I got for today.
Labels:
Concepts,
Digital,
Rendering,
Thumbnails,
Weapons
Friday, 11 April 2014
Perspective and ellipse practice.
I've just been doing more freehand perspective stuff the last couple of days, I've found it's helping my drawing quality a lot. Especially when I try to draw quick sketches.
Labels:
Perspective,
Peter Han,
Practice,
Rendering,
Robots,
Scott Robertson
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