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the hardest part was the lighting but one quick adjustment in postion fixed that.
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the most difficult part was the star texture in the end they ended up being diffrent objects.
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the most dificualt part was the sword in wich i bascaly had to remodel after messing up after that i remodeled it and had made sure the typology was right.
light and shadows: the lighting on a surface causes a shadow that allows you to better see what the object is. tonal rang: the amount of light reflecting on a surface can be measured so the tonal rang is the rang you want to keep it in. three point lighting system: it consist of three lights the key light wich will be located 45 degeres from the odject and will be the strongest the film light is the 2nd most powerful light should be located 90 degeres from the object on the oppisite side of the key light the rim light should be placed be hind the object and is the lowst power of light implied lighting: useing shadows to give the affect that an object you cant see is there back lighting : the light will mainly come from the back to give a soft feeling mostly used to give a romantic feeling silhouet lighting : lighting from behind to cast out lines in order to give a creepy atmosphere non-key lighting: the main light source is the light bounceing off the main object uselly sets a d...
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hard surface modeling is make objects get sharp and curved edges to make somthing look nice or realistic
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the biggest challenge was the black lighting because i was trying to get it to show with out covering the red lighting so i managed to make the black a little more solid to make it reveal the red a littel