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    • #8944
      Anonymous
      Inactive

      [list:20bf5df58c]
      [/list:u:20bf5df58c]
      [list:20bf5df58c]Soldier Model http://youtu.be/vwqy1bYbqIk[/list:u:20bf5df58c]
      [list:20bf5df58c]Soldier 2 http://youtu.be/oX3yXHk6mlE[/list:u:20bf5df58c]
      [list:20bf5df58c]Dancing Soldier Animation http://youtu.be/V6mXM1mh9o4[/list:u:20bf5df58c]
      [list:20bf5df58c]Earth Animation http://youtu.be/jm0hmHcTdyA[/list:u:20bf5df58c]
      [list:20bf5df58c]3D Logo Animation http://youtu.be/g7BERiXRmOo[/list:u:20bf5df58c]
      [list:20bf5df58c]Bob Goes Walkabout http://youtu.be/AvqfdInNKAg[/list:u:20bf5df58c]
      Hey everyone, ive updated my portfolio of work… please critique and comment as feedback is welcome.
      cheers! :lol

    • #50556
      Anonymous
      Inactive

      Try and keep any sort of shading or shadowing out of your diffuse maps; that’s what the normal & specular maps are for. If you bake lighting into the maps and then the object is lit from a different direction, or if a completely different lighting model is used, it will produce confusing and unrealistic results.

      If this is for a portfolio, I’d leave off that guy in the GAA jersey; that’s the stuff of nightmares!

      I really like the mood of this one – I’m not sure what it’s meant to be, but to me it’s by far the best image of the lot:

    • #50557
      Anonymous
      Inactive

      Hey satchmo

      Thanks for the advise :)

      I was baking the ambiant occlusion into the diffused maps.

      The image is that apeals to you is an Architectural concept (SiFi)

      I wanted to create a building you might find on the set of Space Odyssey 2001

      I drew up some rough sketches and built a model in Sketch Up which i exported to Maya to render AO and shadow, then merged them together using photoshop creating different moods light and dark.
      I enjoyed the process and i hope to do more architectural environments.

      Mayo for Sam!! :P

    • #50558
      Anonymous
      Inactive

      Sure, however ambient occlusion should be kept in a separate map to the diffuse, so its lighting contribution can be controlled separately during shading. If I shine a ridiculously bright light on that object, it’s still going to have dark areas because the AO has been pre-multiplied, so it will look weird and probably cause fairly bad banding in some cases.

    • #50560
      Anonymous
      Inactive

      ya sure it makes sence to have it seperate, especialy on moving objects, charactors etc.. my understanding is that some developers opt to bake AO into environments and stationary objects that have a fixed light source,in order to reduce the rendering work load on the engine.

    • #50605
      Anonymous
      Inactive

      great models man 8)

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