Done UV texturing of all the objects made so far. Kept the work simple as I am not expecting to texture this. To save time and hassle I just UV unwrapped based on the 3 axes appropriately- x,y,z. Using a useful texture map I obtained before to look for distortions. More colorful and appealing to look and work on compared to the default B&W checker map.
Trying to fiddle around with ToonShader and lighting so I could get a good outline of the objects. I could use the image/renders of those to work on how to actually set and compose my scene, in pursuit of revising my storyboard and therefore animatic. Missing some lines but it is there for the most part.
Looking at lighting and trying to create a better lighting environment. This is because the inside of the room is very dark. Trying to see if I can create ambient light, like those in the real world with dusk and dawn.
ToonShader_Update1: turns out, the UV’s are important for setting up the outline (Edge) of the toon shader. I also think this is the reason behind the flat shadow colors that I am trying to create not working.
Lighting_Update1: failing miserably. But luckily I figured out from looking at more resources that adjusting the exposure value rather than the light intensity value falls more in line with the result I am trying to create. I am surprised by how simple maya lighting can be tweaked to be visually effective in the arnoldview renders of my compositions. I previously thought that only arnold lighting was helpful, and maya lighting seemed useless, but it turns out this wasn’t the case.
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