Blake’s Polybook

Forum Archive Blake’s Polybook

Viewing 15 posts - 16 through 30 (of 76 total)
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  • #98723
    Blake
    Participant

      Did this all on my own, no tutorials! Only from the notes I’ve taken in the course so far. Used modifiers, remembered to keep it simple, and experimented a little until things clicked. Thoughts?Lamp_Wire.png
      Lamp.png

      #98724
      Blake
      Participant

        The rods I know could have been a little less dense in geometry in my opinion, all good though.

        #98725
        Blake
        Participant

          #98726
          Blake
          Participant

            Is there a way to limit the light bleed from a light source? Maybe using a lattice?Lamp.png

            #98727
            Martin Bergwerf
            Participant

              HI Blake, Cool lamp!

              That might have to do with the Radius of your Light (and what sort of Light you are using). Part, might also be coming from Indirect Light, as you can see in this small example:

              Light Leak_00.png

              In your case, it looks like you are using a Point Light and reducing the Radius will give you a harder Fallof, so maybe use a Spot Light. That doesn’t shine in all directions.

              More advanced, would be to use IES Lights, but that seems a bit overkill in a situation like this.

              Or even using Light Linking, by making the ‘bend’ a separate Object and exclude it from being lit by that Light.

              #98728
              Omar Domenech
              Participant

                But by light bleed you mean the spread of the light or the thing that happens where light shines through the mesh in parts where it’s not supposed to? Light bleed happens in Eevee all the time, specially in interiors. It’s better now with the new engine, but light bleed is more referred to that and not the radius of the spread. I’m guessing you mean the radius so as Martin points out that should do it. 

                #98729
                Blake
                Participant

                  Hi Omar and Martin,

                  A spotlight would indeed be better; I’ll go with that option next time. I think what I was meaning with light bleed is for example taking an area light, and blocking out where light is dispersed across the scene. Maybe I didn’t want the light to bounce behind the lamp, although I had used a point light. Can I basically set an invisible boundary to how far this light can travel without having to lower the strength?

                  #98730
                  Martin Bergwerf
                  Participant

                    Hi Blake,

                    There are many ‘hacks’ to control Lights in Blender, for instance, EEVEE has a Custom Distance for Lights (apart from a Sun Light):

                    Light_01.png

                    In Cycles, you can set the Maximum Bounces for a Light (attention, 0 means 1 Bounce):

                    Light_02.png

                    Already mentioned: Light Linking.

                    In Cycles, you can also do crazy things (not only with Lights) with a Light Path Node.

                    #98731
                    Omar Domenech
                    Participant

                      Also as Martin mentioned before, IES lights are super useful in this regard, don’t forget them. 

                      #98732
                      Blake
                      Participant

                        This tutorial really taught me how important it is to sort of pre-plan your model. I.E your support loops, outlining the major points of a model (eyes, mouth) and working around those created loops to complete a model. It seems a little bit more complex than meets the eye due to the art of managing your quads and loops to make the topology look good. Admittedly, I left one or two triangles in the model. I’m a little sick but wanted to get my Blender in either way so maybe I should revisit this down the line.

                        I guess my next question here though is how to approach subdivision surface modeling on more complex shapes? For example, creating a dog or an organic shape? Or would one sculpt it and retopologize? I guess I’m trying to figure out my workflow here when it comes to these models and what’s best.

                        Cookie.png

                        #98733
                        Martin Bergwerf
                        Participant

                          Hi Blake,

                          In the Modeling Bootcamp: https://cgcookie.com/courses/blender-mesh-modeling-bootcamp 

                          more organic subjects are covered:

                          odeling Bootcamp.png

                          It’s in an older Blender Version, but the techniques are still valid.

                          Normally you’d probably Sculpt and Retopologise those, but it’s definitely worth doing these at least once.

                          #98734
                          Omar Domenech
                          Participant

                            Kent is a super supporter of sculpt it first and then retop, instead of box modeling everything without a guide mesh. It’s a longer process, but I like that approach as well, because when you sculpt first, you get a freedom of just creating without worrying on topology and stuff. It’s harder when there’s nothing there to just box model away. But when you have sculpted a base mesh first, you have something there and then it’s easier to visualize the edge flow. 

                            #98735
                            Blake
                            Participant

                              Thank you. I would like to animate at some point, so I suppose sculpting is the way to go to retain detail when I retopologize. I’ll play around a little.

                              #98736
                              Blake
                              Participant

                                Lol, I obviously need more practice here, it’s okay… I found that I accidentally went too high of detail and was trying to re-lower the density with remesh with no success, so I just stuck with it. This is going to take a long while and lots of practice if I want to get better at this, so.. Oof, haha.
                                Fish Sculpture.png

                                #98737
                                Omar Domenech
                                Participant

                                  Yes that always happens at the beginning. As you say, it’s just practice and re-adjusting when you hit upon a realization. The shark sculpt is looking good though, keep it up. 

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