25 replies ·
posted October 4, 2018 11:44pm
I plan to fully participate in this class. I don't have any suitable models, unfortunately, so I'll have to use the ones provided.
Hey, haven't seen you around for a while. Looking forward to what you can do.
That's because I was on vacation. I sadly couldn't do the first week. At least I didn't miss something really major.
williamatics Better late than never. Otherwise you're forfeiting up to 50 experience points, if you care about that. Plus, you could get some critiques to help you on your next assignment.
Looking forward to seeing what you do in Weeks 2-4 williamatics!
HOMEWORK FOR WEEK 2 (Part 1):
I tried to match the lighting of this photograph, using one of these Blendswap models.
williamatics That's looking great William, nicely done 🙂👍🏻
williamatics The more I look at your pear the more I think: "That's a really good pear." The texture is spot on! As for matching the source image, I think yours really needs a similar defocused background. The black background is an immediate disconnect. It would likely also provide a good reflection source for subtle fresnel reflectivity. Overall it's a pretty simple light match too..as in it looks like one or two lights, no background. I give it a C+
Sorry to hear about the Eevee material weirdness. Did you figure it out? It looks to me like it could be the auto texture space funk that I ran into in last week's stream.
theluthier The texture came with the Blendswap models; It is not mine. I understand the C+ grade; I guess I was kind of in a panicked rush to complete the homework before the deadline.
I'm getting this weird bug with EEVEE. All objects have the same material, but some look different than others. The texture spaces have all been corrected. How can I fix this?
Also, none of the default HDRIs look good because I want my tank to be black and reflective, but I can't seem to get enough reflections from the world.
williamatics I happened with my shading as well. I noticed that if You will unwrap everything and scale UV islands "upside down" if You know what i mean it solves that.
dragonice69 It didn't work.
williamatics I hate to say this, but you may have to start from scratch with the materials. When I imported my truck into 2.8, the interior materials for the fabric and leathery-vinyl were just...wrong, all wrong. And I couldn't tweak them to make them right; I ended up having to build new materials for them. Most Cycles materials seem to import into Eevee just fine but a few don't work at all.
williamatics jjakeblended I'm afraid Jake is right, experienced this too. I also noticed that the scales of textures is messed up. Where I used a scale of 10 in Cycles, I had to bump it up to something ridiculous like 100-300 to get the same kind of effect in Eevee, so that might be an issue too.. Also some nodes and values don't work (yet) in Eevee, like the AO node and the Pointiness value of the Geometry node.
jjakeblended I wasn't moving them to EEVEE from Cycles, I was starting from scratch.
when things aren't looking the same when they should, I always check object scale and normals. Most of the time, one of those is the culprit.
Here's my first attempt at the character lighting. The model is "Warrior Toy" by 3dhdscan. It can be downloaded (Insert link function goes off the page) on Sketchfab. Right now, I am rather dissatisfied, especially by the rim light. I don't know where to place it. My goal is to give it dramatic, exotic lighting. Even though it is called "Warrior Toy", I would like to treat it as a real man when I light and render it.I know it's too dark, but whever I increase the intensity of the key light it looks washed out.
williamatics Are you using Eevee? make sure you have AO turned on and the shadows and contact shadows for the lights.
Oh, and if you're using filmic, make sure it's set to some contrast like base or high... anything other than "none".
gradyp This is Cycles.
williamatics yeah, if this is cycles and you're new to using Filmic, that's what I'd check -- make sure that on the scene tab under color management that the Look is set to anything other than none (like base contrast). otherwise, Filmic does give a washed out look.
This is what I got after I played with the lights a little bit.
Which render do you think is better, and why?
williamatics Ayooooo it's the Faraam Knight, love me some Dark Souls.
To answer your question on which is better is a bit difficult to answer, but I'd have to go with the first one, due to clear shadows which in turn helps everything stand out.
I will say though that you need to give your render a background. Preferably an HDRI if you're not already using one. The blank, pitch black background takes away a lot from the scene and just makes it look like he's floating in the Abyss about to fight the Four Kings (hehehehe Dark Souls reference).
So with the lamps how many are there? What are their colours? Their size? Strength? Mind showing your viewport?
So I definitely think you're off to a good start, but I think by adding an HDRI, adding a proper background (either the top hat thing seen in the streams or the HDRI itself), and maybe adjust the strength and size of the lamps and you could be onto something even better.
williamatics The biggest issue I see is one of overly dark/dim. I talked about this broadly in yesterday's stream because I've seen a handful of submissions with this problem. This is the value spectrum of your renders:
You can see that 3/4's of the graph is not utilized at all. Since all the data is on the left 1/4, that means they're all close to black. So I boosted the levels so the whole spectrum is utilized:
Now with the values adjusted properly, I kinda prefer the first one (left) because the rim light is stronger. However I also think the shadows are a touch too dark still. So here's a 50/50 mix of the 2 value-adjusted versions, which is my recommendation:
Still it's a B from me on the character lighting. Did you do a light match?
theluthier No; I was running out of time. Fortunately, my sound works again!