Diving Helmet

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  03 March 2013
Diving Helmet

Hiya. I'm actually just starting to get a bit into rendering. You see, I'm a game maker and I've only just realized that the presentation of my pieces could be drastically improved by some more clever use of rendering and materials within the 3d modelling programs. I've tended just to do basic screencaps.

So, I made an image. Gave it a go with some rendering and some photoshop work, to show where I am, so to speak.
I could really do with some kinda tutorials or guides on effective, yet somewhat simple rendering setups.
  03 March 2013
Get rid of the glow.
Bump looks sorta too high.
  03 March 2013
The render is too dark.. Light it up! And get rid of the blue glow
follow me on twitter: @zenopelgrims
  03 March 2013
I wouldn't get rid of the blue glow actually. I find it interesting in the underwater, the problem is that it is clearly done in post and it doesn't seem to be integrating well. The illumination is what can be improved imo. For rendering this kind of scenes a Rim Light is always a good idea. Try not over lighting it, the underwater world is usally darker. But give it the sense that it isn't just a plane, a rim_l helps a lot in that.
  03 March 2013
Oops. The render is NOT too dark, I was looking at it on my phone. My mistake!
follow me on twitter: @zenopelgrims
  03 March 2013
Originally Posted by zenopelgrims: Oops. The render is NOT too dark, I was looking at it on my phone. My mistake!

Actually, this is REALLY freaking me out. I've viewed this image in different ways on different screens and it's just weird. It's actually brighter in GIMP. But is darker when I export. Is brighter on my laptop. Darker on my phone.

I reduced the glow around the helmet. I want the blue to be around the model in some shape, but I tried to downplay the intensity and changed a bit on the bumpy and specular qualities.

Thanks for the comments. Really, though, I was curious about some introduction to rendering. I feel quite fresh and like a super newbie.
  03 March 2013
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