I have been reading Adam Watkins' new book Cinema4D Handbook. There is a chapter where he shows how to model a room.
Here is my take on it. Still have to model chairs, and other items.
--Randy
I have been reading Adam Watkins' new book Cinema4D Handbook. There is a chapter where he shows how to model a room.
Here is my take on it. Still have to model chairs, and other items.
--Randy
I have been reading Adam Watkins' new book Cinema4D Handbook. There is a chapter where he shows how to model a room.
Here is my take on it. Still have to model chairs, and other items.
--Randy
Hi Randy--
You have been posting expert stuff.
But you don't show us all how you would *light* the scene. Lighting adds credibility and in fact, I think of lighting *before* I model, and the final lighting actually determines how much of a scene I need to render.
The attached scene has no mood; I busted my a...donkey with the models, but I have yet to light it, and that's what makes my scene unreal.
My Kindest Regards,
Gary David Bouton
Gary@GaryDavidBouton.com
Free education! The Writings Web site
and the updated GaryWorld Gallery is pretty okay, too.
Gary David Bouton
Gary@GaryDavidBouton.com
Free education! The Writings Web site
and the updated GaryWorld Gallery is pretty okay, too.
Gary,
You are very much correct. Lighting is my weakest point in my work right now. I tend to approach learning things in a linear fashion. So in my short 3D learning time, I started out looking at all the software options, now I am on becoming proficent on modeling and texturing.
I think my modelling is at point now that I am ready to study lighting. In fact this scene was my first attempt at radiosity. I was disappointed in the lighting. I seem to find that radiosity gives a flat look. (due to my lack of knowledge on how to use it)
I find that lighting is the most artistic part of 3D, and that my lack of any art training shows the most there.
Thanks for the comments, it gives me the direction and encouragement to push forward in my work and studies.
Thanks,
Randy
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