Starcraft Ghost
Re: Starcraft Ghost
thanks Grims!!!! ^ _ ^
Re: Starcraft Ghost
I love this character, jaw dropping! Keep it up! =)
- xsi_fanatic
- Posts: 283
- Joined: 06 Jun 2011, 03:08
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- xsi_fanatic
- Posts: 283
- Joined: 06 Jun 2011, 03:08
- Contact:
Re: Starcraft Ghost
Hi Ibra,ibra wrote:if anybody has a good idea for lighting and material shader please let me know cz i suck at that
What kind of help do you need ? I'm a jobless Lighter, so I'm free to guide
Re: Starcraft Ghost
Hey xsi fanatic!
Whoa that wolf brigade dude looks insanee!!! Haha so brutal
Eyyy a lighting guide too! Guide me into the light ... what u think of current lighting and how would you light it and do you know any good learning material for lighting?
Whoa that wolf brigade dude looks insanee!!! Haha so brutal
Eyyy a lighting guide too! Guide me into the light ... what u think of current lighting and how would you light it and do you know any good learning material for lighting?
- xsi_fanatic
- Posts: 283
- Joined: 06 Jun 2011, 03:08
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Re: Starcraft Ghost
I think you have something good going and a lot of potential. The lighting and materials definitely need some work. Here are some basic principles to follow.ibra wrote:Hey xsi fanatic!
Whoa that wolf brigade dude looks insanee!!! Haha so brutal
Eyyy a lighting guide too! Guide me into the light ... what u think of current lighting and how would you light it and do you know any good learning material for lighting?
1- Every Light source, also known as a Key Light, emits Shadows and Specular High Lights.
2- I would begin by Lighting my scene / character with an overall plain Architectural material to the entire geometry via a new pass. This is just to get the basic black and white values of the geometry. If you're using Mental Ray, I would use Final Gathering for adding the bounce light effects.
3- I'd leave the materials for last, adjust them one by one, using visual references off the web to make them match. Make sure any textured images Color Profiles are switched from Linear to Automatic. This is inside the Texture Adjustment tab. This is important to bring out the true colors of the textures.
4- I would definitely add a Photographic Exposure to adjust the gammas. Or you could do this in post (just be sure to render it without gammas so it doesn't double the effect).
5- If you're rendering the character on his own, I would consider adding an Environment Lens shader to influence the colors. This will also help set the mood.
If you have a high res version of the red BG (hdr or .exr) in your comp progress, you can use that for your Environment Shader.
Hope this makes sense. Let me know if you need more clarification.
Cheers for now
XF
Re: Starcraft Ghost
yo man thats sick ill get to that asap! thanks alot for the help!
maybe i can meet you on skype and we can check it out ;)
maybe i can meet you on skype and we can check it out ;)
Re: Starcraft Ghost
so i continued to render and made background with photoshop.
cheers!
cheers!
- xsi_fanatic
- Posts: 283
- Joined: 06 Jun 2011, 03:08
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Re: Starcraft Ghost
awesome work !
have you make a blockout of your model first or you model it frome scratch without a blockout ?
sorry my english is not so exposed at this time
greetings, contac
have you make a blockout of your model first or you model it frome scratch without a blockout ?
sorry my english is not so exposed at this time
greetings, contac
Re: Starcraft Ghost
thank you for your kind words
what do you mean by blockout?
i always make everything from scratch
what do you mean by blockout?
i always make everything from scratch
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