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I've been working on an online class taught by Sam Nielson.
This is my first assignment. I was supposed to create the accurate lighting and also create a texture. (which turned out horrible.)
I was supposed to keep an eye out for the occlusion.
I didn't spend TOO much time on this just because I wanted to post this up so I can have some more direction. It's hard to judge on my own what I need to improve on.
Which is why I'm constantly posting up my latest work.
Also I'd like to post up my assignments as I go along, but I don't want to overflow these forums with only my posts D:
Last edited by MisterLopes; 4 Weeks Ago at 04:13 AM.
Hey, I did a quick paint over. I'm not great at light myself but this should get you a little closer.
- The ground plane was white so that would be reflecting a good amount of bounce light back at the object.
- With the object being so close to the light source I thought the highlights should be brighter.
- The direction of the cast shadow seemed off to me so I tried to fix it but not 100% sure on the accuracy.
Couldn't figure out if the ridge would be casting a shadow on the object from that angle. But its something to thinking about.
Hopefully someone more experienced can help out further.
Last edited by element1988; 4 Weeks Ago at 03:49 PM. Reason: Cleaned it up a bit.
"The whole point of practice is to do it until you can do it right." - dpaint
FYI: Courtesy of Lightwave 3D, the "correct" shading with a directional light (e.g., the sun or a desk lamp) in the position shown is:
If one includes the "bouncing" of light rays from the base plane (this is called correctly called "radiosity," by the way. "Occlusion" is similar, but specifically refers to the visual accessibility of a particular point (http://en.wikipedia.org/wiki/Ambient_occlusion)) it looks like this:
And if one allows for radiosity, plus uses a light that casts softer shadows, one gets this:
I don't know what the lectures of your course have covered, but it seems the teacher is trying to teach you the basic principles of mathematical perspective and of CGI lighting without actually explaining how they work. I'm not sure that's the best way to learn this stuff.
So I noticed the cast shadow was wrong right after posting
So referring to the shape on the left side, if you look at the inside flat surface of it..it shouldn't be completely black right because of the bounce light from the cylinder?
Sam Nielson's schoolism class (Fundamentals of lighting) is by far one of the best online classes you will ever get on the subject, he explains very clearly how light works and his critiques of his students work with explanations and paintovers is worth the money alone and there is a tonne of critiques to watch... I had to watch a few of his classes again just drill in all the information, also you will get students at different levels and remember he has psd files on different layers to work on (as what the op posted) but its about how you see light and paint it ...I don't know what the lectures of your course have covered, but it seems the teacher is trying to teach you the basic principles of mathematical perspective and of CGI lighting without actually explaining how they work. I'm not sure that's the best way to learn this stuff.
at the op I would watch the class again and also watch a few critiques and do the lesson a few times...
Cool, thanks for the advice. That's exactly what I'm doing. Re-watched some of the first class and I'm going to do the exercise over again.
I messed up the psd file for the first assignment though I saved the work I did over it accidently