BC4-1810 Homework, Simon Buz

Forum Archive BC4-1810 Homework, Simon Buz

Viewing 15 posts - 16 through 30 (of 30 total)
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  • #43721
    Simon Buz
    Participant

      @theluthier Thanks for advices! Yeah, I’m on the level then you think “the more – the better”. But doing more stuff will led to skill not to overdo things.  And there is still a lot of mystery for me how you (and other mentors) manipulate procedural textures to get desired results. I have recently watched wood shading lesson and it left me scratching my head and thinking how can one think about manipulating with nodes in such way…

      I will go for light match but I might finish it only on weekend. As I understand the same lighting exercise would be legit to use in character shading homework for week 3?

      #43722
      Kent Trammell
      Participant

        @svetimas Honestly the issue of overdoing things is better than under-doing them imo. I find its easier for people to go too far and learn to dial it back than it is for people to be timid in not going far enough and learn how to push it further.

        Procedural texture nodes is a pandora’s box for sure. There’s so much potential for what can be done that I still feel I’ve only scratched the surface. Bartek’s wood shader blew my mind about what he was able to do with nodes. I know the feeling lol.

        As I understand the same lighting exercise would be legit to use in character shading homework for week 3?

        I’m not exactly sure what you mean. I’ve assigned another light match exercise but it won’t count if people submit week 2’s light match for week 3. I want to see a unique light match each week.

        #43723
        Simon Buz
        Participant

          Here is my try to come closer as I can with a lighting match exercise. I have used this character for lighting purpose but had no luck to put it into the same pose as reference image. As I took an image as reference i couldn’t be sure for accurate shadow positions. Nonetheless, I have tried to get as close as I can (for my level) and here is my submission:

          #43724
          silentheart00
          Participant

            @svetimas It’s a good match.  The shadows are a little harsh in your match, but increasing the size of the lamps should help with that.  The shadows are also more grey than black in your match compared to the goal, so maybe that has something to do with the world color.  Otherwise, good work.

            #43725
            yukino hatake
            Participant

              @svetimas good work . like how you managed to get the rim lights on the body as it should looking at the goal .
              can i ask how you did the carbon fiber ? that was really amazing done . so i am kinda curious :p

              #43726
              silentheart00
              Participant

                @yukinoh1989 There’s a course in the Shaderforge section that talks about carbon fiber.

                #43727
                Grady Pruitt
                Participant

                  @svetimas for the most part, I agree, it looks pretty good.  think yours might a slight bit more roughness on teh base? maybe? Or maybe yours has too much fill or ambient light.

                  #43728
                  yukino hatake
                  Participant

                    @silentheart00 thank you 😀 . didnt knew there was a tutorial here about it :p should checked it xD .

                    #43729
                    Simon Buz
                    Participant

                      @yukinoh1989 Yes, I used this course @silentheart00  mentioned as a base for carbon fiber. Thought in 2.8 EEVEE gives a bit different result so you will have to play a bit with components and settings. And later watch the wood shader tutorial, it will blow of your mind completely 🙂

                      This carbon shader should be a good base for a cloth too but still I haven’t  got a good result. If someone manages to make a good cloth please share how you achieved it.

                      #43730
                      Simon Buz
                      Participant

                        @silentheart00 In the reference image the shadows close to the legs are pretty harsh but they become blurred out the farther they get from the subject. I couldn’t achieve such lighting. Maybe I had to put double lamps, like one bigger and other one smaller but not so intense. I also took your other advise about world color. I guess it didint helped a lot with shadow color on the ground but shadows on the character now look more deep. Thanks for tip!

                        @gradyp You mean ambient occlusion or World color? I have turned of ambient occlusion and made world color almost black. I completely agree about fill light but at the moment I use 7 lights and now I am in position if I change ones settings to fix one thing I usually break the other.

                        #43731
                        Simon Buz
                        Participant

                          Working on character shading. Still trying to find out how to bring ambient Occlusion into shader nodes. Is the only option to bake AO and bring it on as a texture?

                          #43732
                          silentheart00
                          Participant

                            @svetimas Yeah, the lighting match looks better.  Good work.  For Eevee, the last I heard AO node isn’t working, but turning on AO in the Render Settings has a little bit of an effect.

                            #43733
                            Jack
                            Participant

                              @svetimas Hello! There’s an AO node you could try, Input->Ambient Occlusion. I usually connect it to the base color. I don’t know if it could work better somewhere else, but it does it’s job!

                              #43734
                              Simon Buz
                              Participant

                                I haven’t managed to make AO shader  work (I’m using 2.79)  so it will be as as is now.

                                #43735
                                Kent Trammell
                                Participant

                                  Good work this week @svetimas! Your light match is really close. It was a good idea to adjust the contrast; much closer than it was initially. I love the prominent rim light.

                                  However, 7 lights is way too many than should be needed for this setup. The busy shadows on the ground are a distraction. Could you post a screenshot of what your lamp objects look like in the viewport?

                                  All things considered, it’s a B+ from me.

                                  Your character lighting looks pretty good though the quality is overshadowed for me by random procedural textures. The red fabric candy corn, the yellow blobby pants, and the orangy iron-ish back pouch. The green skin and eye veins make the most sense, but overall the character feels more like a material experiment than an intentional character render. That’s not to suggest you haven’t worked hard on playing with these various procedural textures! I know that’s a lot of work and a tricky endeavor. But right now it’s a little to random as a *character* render.

                                  It’s a C+ from me.

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