36 replies ·
posted October 2, 2018 2:04pm
My homework thread.
Bedroom day.Bedroom night. I have imagined myself that the moon shines through the windows iluminating some of the bed, hence the sharp shadows on the pillows.Week one homwork Toytruck.Link to exercise submision: https://www.cgcookie.com/exercise/shading-a-toy-truck/exercise_submissions/16525
Due to technical issues i cant submit the bedroom exercise in the submission section. I hope its suficient to leave it here only.
aarev looks very nice Arev 😊👍🏻
Looks good. The colors are maybe a bit desaturated for a kid's toy, but the shaders are good.
Thank you both:)
I had to do some last minute changes when i realised how bluish the day render of the bedroom was. I am more satisfied with the dayrender i replaced it with.
Are you still having issues with the template aarev?
theluthier Yes i do, its probably another methof with gimp. I tried with Krita as well?
theluthier Finally figurd it out. Here is my homework submision. You can also see the images in a larger version on top of the thread.
aarev Glad to see you figured it out! Good job too. I've got a couple notes:
While the environment texture in the window matches the lighting well, it kinda looks like the room is in a floating house. Or in heaven. Maybe that's what you're going for, but if not I'd recommend a texture that shows a little bit of terrain as well.
In both the night and day scenes the colors are a little muted. I suggest you get more blue into the shadows of the day scene, a little more warmth (orangy-yellow) in the sun light, and more orangy-yellow in the lamps of the night scene.
Still it's good work this week. Certainly worthy of an A 👍
aarev Hey, you figured it out! I agree with Kent's critique. Otherwise, good work.
Yeah, the colour of the lighting was an isue through the whole lighting for me. The day image i had originally uploaded was extremly blue. I was using f.lux, a program that reduces blue light from the screen to make it less hard for your eyes.
aarev Ah, yes, good old f.lux. Gotta watch out for that lol. But hey, you got it done.
This is my submission for week 2. Both homework submissions are odne in eevee.
Vehicle.This is my lighting match. I tried to match this render of a skull.
Here is my render of a face.
aarev That car is beautiful, presumably there could be some critiques as the paint has a kind of light weight or plastic kind of feeling, but the render is in harmony so who cares, I like it, also the reflections on the ground very much
aarev Looks pretty good. I agree the car paint is kind of creeping into plastic territory, but it's good work. The match looks pretty good, too.
Zsolt Cseh: I could probably have cranked up the metalic abit. I ran out of time though.
aarev Your car paint looks really nice! Something about it and the lighting is working great. Good job 👍
With the light match your certainly pretty close. The biggest difference to me is your head seems to be floating and lacking contact shadows with the ground the way the skull is. This suggests ambient occlusion isn't enabled, which would also help with contact shadows across the entire model.
Unfortunately the source render isn't that great in my opinion. Not really one to emulate. Still it's a B from.
theluthier Ambient oclusion was enabled, not sure why the efect didnt show. Maybe the rest of the lighting was weakening it?
This weeks homework didnt go very well. I had setup the hole scene and everything looked to be going the right way, then the render turned out quite diferent than in the wievport. The render has a very redish colour and does not look anywhere near what i was trying to achieve. Rooting out this problem took most of the time, i had only time for some simple shading. Despite asking for help on several sites i was unsucessfull rooting out the problem. This is my submision for week 3.
aarev did you posted the problems here too that you ran into
yyukinoh1989 I asked for help in the class thread, as well as some other sites not asociated with cgcookie.
aarev Are you using an image texture on the candy corn? maybe it's not reading it properly.
gradyp I have texures on the skin, trousers, ropes and the pot on the back. Not on the candy though. And the red colour was there before i put a red shader on it.
aarev Sorry to hear about the reddish render problem you experienced. I personally don't see an overwhelming reddish tint in the render you posted..Also, I'm wondering why the render turned out different from the viewport. I can think of 3 possible reasons:
That aside, I really like the effort I'm seeing in your render! Especially the subsurface skin material. SSS is a tricky beast and it's looking quite good here. The pants and rope texture appear a bit random to me - can't tell what they are exactly. And the bag still feels like a WIP but the lighting good as well. It's a B from me based on completion and quality.
I take it the render issue threw off your schedule and you don't have a light match this week?
theluthier If i was using diferent render engines for the two resultys, how can i know? Doesnt the wiev port change as well as the render when i change it in the properties?
Anyway, like you say i was thrown of schedule having to figure this out. So i have no lightmatch. I hope for a better result in the archwiz scene.
aarev With 2.8 your viewport could be set to "Look Dev" mode which is Eevee even if you have Cycles enabled:
That's the only situation I'm aware of where your viewport could be notably different from your render.
theluthier Thats not it then, cause i wasnt using look dev mode. Just to show you the diference, here is the render alongside a screenshot of the wievport. The darker one being the render.
aarev It looks to me like you have an object(s) (like a lamp) visible in the viewport but not in the render. This happens to me sometimes and I have to go investigating my outliner to determine which object(s) is causing it.
In the outliner the eye icon means visiblility in the viewport while the camera icon means visibility in the render.
theluthier All lamps are visible in both the wievport and the render,i just switched to a diferent hdri to see if it worked. The result is the same, a much darker render with what i think has a hint of red. This is a mystery to even the wise! It must be a setting of some sort, this doesnt happend to any other file i have. One thing though, it seems to improve abit when using a sun as rimlight instead of an arealamp!
aarev Could you pack your file and post a download link? It's definitely a mystery and I want to take a closer look.
theluthier Pack it, how? Not sure where you could download from either.
Half of my homework submission week 4. It is stil subject to change as the time for submitting has not passed.
Homework week 4 part 2.
This weeks lighting match didnt work well. Due to the fact that that the car paint i created didnt work for this model, and because the easy solution i had to go with just made the car more red when turning the light up. I did what i could though and here is the final result. i donwloaded my model to light from blendswap. Original model by sssketchdab user Steven B. Published under "Attribution-NonCommercial-ShareAlike 4.0 International (CC BY-NC-SA 4.0)".
Lighting example downloaded from Artstation, Robin Dz.
aarev Your bathroom arch viz made it into my faves, as you probably know already, so good job! I would recommend adjusting the brightness of the exterior texture, blowing it out to make it feel significantly brighter than the interior. Also blurring it would help A) the noticeable pixelation and B) the depth of field effect. Still it's an A from me.
I see what you mean about the car paint shader. It looks like metallic reflection is enabled perhaps? All the reflections being red is a big difference from the source and from realistic car paint in general. But I commend the effort to get something together. C+ from me.
theluthier Funny you should mention blurring it cause i actually did add some blur in compositing. Maybe i could have had more and/or maybe i could choose anither type.
aarev Well you're head's in the right place! Yeah I'd say crank it up a bit more so that pixelation is gone completely.