DarkSquirrel
05-15-2006, 03:20 AM
i've been 3d modeling for a while now and there are a few things (some new some old) that i still have yet to fully understand when dealing with photorealistic models.
(bear with me i believe these questions largely deal with shaders, but since i know very little about shaders [beyond that you should use them] you can never be too sure)
1. An effect i've seen recently in a couple of tech demos and a few very snazzy renders that i've seen on the boards. Reffering to a back lighting and transperacy effect with skin. An example would be the nose and ears, when lit from behind (or certain angles) a red sort of transparent glow can be seen, not making them transparent, but enhancing that realistic affect.
http://i14.photobucket.com/albums/a302/squirrelybot/playstation3eccola_speciale.jpg
2. Different hues for shadows on skin. Example: instead of going to skin color to darker skin color (via adding more black) it mixes in red and yellow values, looks nice and realistic.
3. Also what maps are essential when making a photorealistic model (preferably models that would appear in a next-gen game...or next-gen portfolio perhaps)
i had meant to add more of these when i started but, i guess those neurons mis-fired while writing ...hopefully i'll think of them later.
-thanks in advance
(bear with me i believe these questions largely deal with shaders, but since i know very little about shaders [beyond that you should use them] you can never be too sure)
1. An effect i've seen recently in a couple of tech demos and a few very snazzy renders that i've seen on the boards. Reffering to a back lighting and transperacy effect with skin. An example would be the nose and ears, when lit from behind (or certain angles) a red sort of transparent glow can be seen, not making them transparent, but enhancing that realistic affect.
http://i14.photobucket.com/albums/a302/squirrelybot/playstation3eccola_speciale.jpg
2. Different hues for shadows on skin. Example: instead of going to skin color to darker skin color (via adding more black) it mixes in red and yellow values, looks nice and realistic.
3. Also what maps are essential when making a photorealistic model (preferably models that would appear in a next-gen game...or next-gen portfolio perhaps)
i had meant to add more of these when i started but, i guess those neurons mis-fired while writing ...hopefully i'll think of them later.
-thanks in advance
