View Full Version : help needed on rendering quality
kylix3d 01-08-2010, 02:30 AM Hi-
I'm in the process of kind of redoing my portfolio. I've just started working with 3 point lighting and am trying to get the best possible render I can for the models I'm creating.
If anyone has any insights into this, I'd greatly appreciate it!
Here is my site: www.kylix3d.com
Thanks again!
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CGmonkey
01-08-2010, 07:23 AM
You can't just slap on a 3 point lighting without understand why it's a 3 point lighting. We need to get rid of this 3 point lighting standard thing because it's old, there are far better techniques to show something off nowadays.
If you're not comfortable with lighting I think you should just go for an ambient occlussion rendering.
Also, I'm gonna let you in on an industry secret most newcomers tend to disregard: Presentation is almost as important as the artwork itself. Having a black to white gradient background = not good presentation.
Decency
01-08-2010, 01:11 PM
Hi kylix3d (http://forums.cgsociety.org/member.php?u=402711),
I hope this doesn't come across too harsh, it's simply meant to help you grow as an artist. I viewed your website, and I have some critiques for you. First of all, as stated above, the presentation of your model is very poor. You could easily take a screen capture from the viewport with shadows and exposure enabled and get a better result from this. Do some research on "clay renders" and try to implement lighting that shows off the model.
Secondly, why even bother to show off a model without the wireframe? People forget this so much, and a good wireframe really shows that you know what you are doing. Also, since you show the high and low poly, you better also show the normal map applied to the low poly. Anyone can model high and low, but getting them to work together with baking is the key here. You need to demonstrate mastery of this process.
Third, if you are calling yourself a "weapons artist," which is incredibly specific, you need to be beyond good. Just for a starter, take a look at the work on this mod site. http://twmod.org/ If your work isn't AT LEAST up to this standard, you need much more practice. And if you really want to specialize in just weapons, it goes without saying that they must be textured, and well.
Lastly, I have seen pictures of that weapon online, and your model has major accuracy flaws. Again, if you want to be a weapons artist, this is completely unacceptable. If this asset is for a game, accuracy can be ignored in some small cases for artistic style, but I don't believe you have reached this level. I would consider this asset practice, and start over on a completely new model, focusing on accuracy, wireframe, and normal mapping. Hopefully then you will be able to generate a good portfolio piece.
Again, don't take this as an insult to your work or effort, simply meant to help you improve. :thumbsup:
scrimski
01-08-2010, 01:20 PM
We need to get rid of this 3 point lighting standard thing because it's old, Some kind of joke?
Decency
01-08-2010, 01:38 PM
Also, here you go, exactly what I was talking about, same forum.
http://forums.cgsociety.org/showthread.php?f=39&t=834434
kylix3d
01-08-2010, 10:50 PM
I just want to thank everyone for all the insight they provided!
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