Having a personal interest in Maya and 3D modeling I was overly infused with happyness to hear about Chris and his monday afternoon lectures in 3D. I didn’t hear about it untill the fourth week unfortunatly so I missed out on the begining lectures, however this weeks lecture was all about texturing and lighting, which are my personal weak points in modeling.
To begin with, I had never really played with the different lighting effects you can get and as a result my finished pieces never tended to be well lit, and they had that unfinished look about them. This meant that I very rarely finish a piece of 3D as the lighting side lets it all down. However Chris was kind enough to show me a way of getting my lighting set up properly.
Now for this demonstration I am going to create 3 sphere on top of a flat plane, as this basic set-up requires decent lighting to get into all areas of the sphere, and shadows also.
This first image is rendered with the default ambient lighting, which looks awful. This is the lighting set-up I have previously used, as it is at the top of the lighting list and appears to be the default option.
As you can clearly see, there are no shadows and the light itself is just about the same no matter what angle or where you look at it from.
This next image is rendered using 3 different strength point lights.
In this image, the shadowing is much more visible, and it gives the impression of “real” indoor lighting. The light is not perfect white either, I have changed it to a slight yellow as that is more natural from a light blub.
This next image is rendered once again using 3 different point lights, but with depth map shadowing activated also.
This set-up has all the factors of the last image, as well as shadows from the individual objects, instead of just light shadowing.
The next part of the lecture gave me some much needed information on the different material types in Maya, and their uses.
This first render used only the lambert texture, with simple colour changes. Lambert is the default texture and does not have any reflections in its surface.
The scene looks very flat with only the lambert’s and therefore unreal.
This next scene used both the phong and the blinn texture. Phong and blinn are both reflective, phong more so than blinn by default, however you can set up the blinn texture to be almost as reflective. Also this scene shows off the refraction settings, as you can see the snooker balls reflected in each other, as well the reflections from the three lights.
This last image shows the layout of the Maya material workspace, also known as the hypershade.
Having attended this very useful lecture from Chris, I plan on putting these techniques into my next 3D modelling projects and possibly even finishing one.