3D graphics compo - Discussion Thread
category: general [glöplog]
ALRIGHT ALRIGHT YOULL GET YOUR EMISSIVE MAPS jeez :D
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it just shouldn't be the default light implementation as most other artists most likely prefer to have their models real-time lit :)
totally agree!
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ALRIGHT ALRIGHT YOULL GET YOUR EMISSIVE MAPS jeez :D
is that a smiley I see? worth it! :)
Truth be told you could've had it earlier if you would've sent me a message before Evoke... :D
i just didn't want to phrase it like gargaj ;)
I'm glad it all worked out ^_^
Another question though about lighting but the compo in general:
My suggestion to organizers so far was to show the entries in varied lighting setups, which I think allows for a better perception of the model+texture quality - to me it felt analogous to the "zoom into graphics / show steps" in 2D compos or "show patterns in tracked music" - but I also understand that some setups are better than others.
Should a compo presentation do that?
My suggestion to organizers so far was to show the entries in varied lighting setups, which I think allows for a better perception of the model+texture quality - to me it felt analogous to the "zoom into graphics / show steps" in 2D compos or "show patterns in tracked music" - but I also understand that some setups are better than others.
Should a compo presentation do that?
yeah that might be nice. i think a good presentation flow for every entry would be:
1) model lit with lights from artist (i.e. the final picture)
-- few seconds skip through the predetermined cameras for the artist chosen sexy angles
-- few seconds orbiting around by the compo organiser
2) model lit with white albedo + AO only (to demonstrate what the textures bring to the table)
-- few seconds orbiting around by the compo organiser
3) model in wireframe (to demonstrate what the meshes bring to the table)
-- few seconds orbiting around by the compo organiser
4) back to lit with lightsources from artist (i.e. the final picture)
-- few seconds predetermined camera #1 (or alternatively a turntable rotate)
1) model lit with lights from artist (i.e. the final picture)
-- few seconds skip through the predetermined cameras for the artist chosen sexy angles
-- few seconds orbiting around by the compo organiser
2) model lit with white albedo + AO only (to demonstrate what the textures bring to the table)
-- few seconds orbiting around by the compo organiser
3) model in wireframe (to demonstrate what the meshes bring to the table)
-- few seconds orbiting around by the compo organiser
4) back to lit with lightsources from artist (i.e. the final picture)
-- few seconds predetermined camera #1 (or alternatively a turntable rotate)
The AO-only pass is an interesting idea, though of course it'd need to be some sort of SSAO-style fake which may not always be the most beneficial; could be just a single-light diffuse as well.
or faked with many lights+shadows in a sphere dome around the model, then in post normalised for proper contrast. but yeah, that might require some testing to see what looks good
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I’d like to be able to use an emissive shader / no lighting, so that I could make a completely handpainted scene without influence from realtime lights :)
cce pointed out that emissive has always worked - or was at least supposed to. :(
aha? okay, then it's might just be a matter of taking out the effects of realtime lighting / having a lighting setup that is all black?
Yeah emissive traditionally gets added on top of everything, so if you want a "non-lit" texture then assign an emissive and turn every other value (ambient, diffuse, specular) down to black.
of course - I'm sorry, I meant that there shouldn't be any lighting from the HDRI either :)
like if you wanted to do an arcane type style for example - or something like this : https://www.artstation.com/artwork/lOqBa
@gargaj - sorry.. I just realized I should have really shown this example in my first post.. words suck, visuals rule.
I was a little bit gutted after this year's 3D compo due to how little detail of my model that I spent a very long time on was actually shown, which I suspect may have impacted the votes a bit as well.
I also agree on the opinions that Blender shouldn't be used in this compo any more, as a 3D artist I use Maya to build my models and I just couldn't figure out how to use Blender to present the models I created so I passed an FBX export over to my friend to fix it up in Blender to look presentable in the compo, since every other entry was most likely going to be using Blender to get those fancy lighting and shaders in.
I also don't agree with using Blender because Blender allows artists making minimalist/lowpoly models with little to no detail at all look pretty because they applied fancy shaders to them, I don't hate those entries but It's a little heartbreaking to see models that have been presented with better lighting and shading do well in the compo over models that have had a lot of detail put into them. This should be a compo that showcases skill in 3D modelling and sculpting, not materials and shaders.
I also agree on the opinions that Blender shouldn't be used in this compo any more, as a 3D artist I use Maya to build my models and I just couldn't figure out how to use Blender to present the models I created so I passed an FBX export over to my friend to fix it up in Blender to look presentable in the compo, since every other entry was most likely going to be using Blender to get those fancy lighting and shaders in.
I also don't agree with using Blender because Blender allows artists making minimalist/lowpoly models with little to no detail at all look pretty because they applied fancy shaders to them, I don't hate those entries but It's a little heartbreaking to see models that have been presented with better lighting and shading do well in the compo over models that have had a lot of detail put into them. This should be a compo that showcases skill in 3D modelling and sculpting, not materials and shaders.
yes, i also consider the Blender compo meh and a bad route to go. That allows too much extra customisation that potentially draw the essence of the compo towards e.g. more shader driven innovation rather than poly pushing modelling skills. And there's plenty of other competitions and showdowns etc to get your daily dose of shader fun. Basically Gargaj's viewer that has a fixed PBR material and some lighting/tweaking abilities that's the same play field for everyone would suffice to show a nice "high end game asset".