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03-29-2012, 12:37 AM
Finals is up!
Again let me know if you want an extension otherwise the submission date and time is April 1st, 11:59 pm EST. I want to do another collaboration with the 2D creature forge challenges and I love whats coming out of the current challenge, Monsters INC. heres the link : http://cghub.com/forum/showthread.ph...851#post108851 You guys want to do that as the next challenge??? Last edited by kryssmen; 03-29-2012 at 12:43 AM. |
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03-31-2012, 08:27 PM
There is not really an industrial design challenge anywhere on the boards, so it might give a chance to some new people who haven't yet figured out where they fit in. I'd probably be better at the Monsters, Inc. one personally, but I'm kind of too busy to play right now anyway.
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Please visit the "New Worlds" recurring Activity. My sketchbook is at: http://cghub.com/forum/showthread.php?t=1812&page=20 |
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04-03-2012, 06:12 PM
Ambient occlusion will probably be found in the global illumination options of the rendering program. (i.e. a lighting option) I doubt if you will need to composite it in since it is basically a means of plotting out where the light goes in the scene during the actual process of the rendering. http://en.wikipedia.org/wiki/Ambient_occlusion it doesn't eat up as much computer power as Direct Photon Mapping. http://en.wikipedia.org/wiki/Photon_mapping
If you want some harder shadows to make three dimensionality pop on your model, the ambient occlusion may take you away from that a little bit.
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Please visit the "New Worlds" recurring Activity. My sketchbook is at: http://cghub.com/forum/showthread.php?t=1812&page=20 Last edited by arttorney; 04-03-2012 at 06:22 PM. |
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04-04-2012, 05:20 AM
Heres some zbrush information.
http://www.pixologic.com/docs/index....lusion_Masking If you do your render in zbrush (BPR) you can export multiple images and comp them in photoshop. from there you can adjust them to make your image look however you want. http://dbystedt.wordpress.com/2012/0...n-zbrush-4-r2/ Depending on the 3D program, you can also add it to your shader in the texture editor or attach it to your camera lens shader. The latter will take a very long time to render since it applies the AO to the entire frame, whether you have geometry in the background or not. Goodluck! |
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04-04-2012, 07:17 AM
Just an addition...
Tutorial by Vitaly Bulgarov on rendering.. http://www.zbrushcentral.com/showthr...74301-Re-Angel And understanding of BPR http://www.pixologic.com/docs/index....Preview_Render |
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