Alright, this is it. As we are in the final quarter for 2019, we have gone through the lighting topic. It was about how the use and demonstration of different types of light sources, such as Omni light and Directional light, works in 3ds Max. A really big main reason to discuss about lighting in 3d modeling is because it helps to increase the realism of a scene's lighting effects. The most interesting part of my experience was the final rendering part. When you alter your rendering parameters, the result has a very pleasing look. Almost realistic as I observed, and that the lightings were very well done too. There were other light sources found in modeling software, such as targeted spot, free spot, area, and skylight. At the first start was a little confusing, since there were so many kinds of light to use, I decided to test out one by one, and began playing around with both the rendering settings and the lighting parameters. Once I've picked which one to use, I also must decide which path and angle it has to be set in and placed so that the lighting result is appropriate and accurate just like in real life. Beyond my expectations, I am looking for another time to work with this again. There are several many different ways of of how you can manipulate the change in settings with your lighting, and that is all up to you. The experience so far is enjoyable, but the only con that I have is getting the lightings to the right appropriation.
Overall summary;
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AuthorHello! I'm Andrew-Nguyen. I'll be posting and reflecting of what I will learn in Game art design of 2018-19. Stay tuned for more soon!! Archives
June 2019
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Last Updated by 5/24/19
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