A LITTLE BIT MORE ON LIGHTING
Obviously, the 3D models here are pretty simple, so most of my attention went to create interesting lighting rigs and materials (which is my cup of tea, after all). I've seen beginners
claim that lighting is mostly easy and unimportant, and then wonder why their work doesn't stand out, look realistic, or convey the right message.
Light brings life; it defines shapes, creates atmospheres, moods, alters colours and tints. It creates mystery by showing and hiding things from the eye. It makes things glow with verve. It tells stories and evokes feelings, consciously or not. I can't stress this enough:
Light brings life; it defines shapes, creates atmospheres, moods, alters colours and tints. It creates mystery by showing and hiding things from the eye. It makes things glow with verve. It tells stories and evokes feelings, consciously or not. I can't stress this enough:
Light changes everything
Let's look at some shots from Pixar's MONSTERS UNIVERSITY
A MOST IMPORTANT SIDENOTE
All of this (lighting, texturing, rendering, etc.) was performed and computed through the Ô-feared-by-all LINEAR WORKFLOW (LWF), and thus a gamma of 2.2. I've put some very useful links on the subject, among others, at the very end of this page. You will notice that everything I've done so far (just as what comes next) is consistant with techniques focused on photorealism.
Although achieving realism was not the goal of this project, it's primordial to master the principles attached to it just as knowing human anatomy is mandatory for drawing or animating characters. These principles are mostly related to photography, optics and physics, which are the key fields of study for creating plausible and coherent scenes.
I would therefore suggest to anyone wanting to reach the top of his game to get into those subjects once he is comfortable with the basics of the softwares he's using. It is truly useful and satisfying to add this kind of knowledge to any artistic workflow, digital or not.