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/3/ - 3DCG

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Let's share some techniques that make all scenes look better.

Ambient occlusion
Additional shadows add more depth and contrast to object, making them look more solid.
Shadows in the corner of two separate objects not only look realistic, they ease the transition and can hide small errors.

Depth of field
Setting the focus on one object and blurring stuff behind and in front will make the object 'pop'.
The focused object stands out and the viewer is less distracted by unnecessary details.
Gives every scene a more filmic look.
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>Depth of field
In dark scenes use HDR and apply a bokeh filter on bright lights in the background to give the scene a 'dreamy' and 'magical' atmosphere.
The bokeh filter does not blur bright lights into a mess like a typical gaussian filter does. Instead they become big, shining discs.
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Rimlight and fill light
Use a secondary light contrasting the key light to broaden the color space, to increase depth and bring the object to the foreground.
Can be used nearly perpendicular to a key object (blue light on gun) to contrast it against another part of the primary object (warm light on face).
The darkening of image corners. It is really a lens defect but can be artistically applied to an image to guide the viewer's focus, similar to the chiaroscuro painting technique. A vignette won't save an image with fundamentally boring/bad value composition and looks amateurish if applied liberally.

>>708427 0/5, the vignette in OP's pic turns an otherwise pleasing image into hot garbage, whoever made the call on that one should kys immediately.
>>708428<- 5/5, the vignette in this image works nicely because it is subtly supporting the composition, not forcing it.
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Chiaroscuro Painting Technique
Very strong shadow and mostly one single light source to create a dramatic light set.
The same light can be used as the keylight for the primary subject and as a rimlight for secondary objects.
As the light is close to the subject the shadows increase perceived depth.
Works well for tits.
Looks like hot garbage

Hipster bullshit

Fundamental techniques
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Realism: Global illumination and bounced lighting
Activate GI and bounce lighting to simulate the filtering of photons, when they hit on surfaces.
The red ball is illuminated on the right by the rays, which were filtered by bouncing off the green wall.
For the same reason the umbra of the ball has a green tint, while the penumbra is mostly white (direct light from source without filter)

Not sure why you felt the need to vomit in a useful thread and didn't even contribute.
>The red ball
*The right ball
Fuck off, you don't do either. This is first year art school knowledge.
First year of art school is mostly photoshop and theory. You might learn this in your first year, if you've chosen CGI/VFX programs and took the rendering specialization course.
It's not super advanced knowledge, but from my experience most (regular) artists coming from art schools don't know these things, even when they paid 150k for their studies and took a few semesters in 3D stuff.
this looks god awful
ALWAYS use linear light + HDR
This allows better color grading and less destructive gamma correction

Always render out depth map (or z buffer). This gives higher control over effects in post.

Use a threshold filter on the z buffer to get good masks for singling out the sky for better compositing. (The sky requires special editing in 99% of cases)
I'm classically trained, kiddie. My first year in art school was before digital.
pixel art mixed with UE4 post processing should be a fucking sin
is that chromatic abberration I see?
Seems more like a black to dark red color grading at the edges of the screen to enhance the white, blue and green in the middle
I wish they were more tips.
Not everything, which is obvious to some is known by everybody.
Sounds like your're outdated

make shadows softer.. much less visible. add more light.. add glow or reflections to the windows. reduce ambient occlusion. remove the fucking depth of field mother fucker. you can do it in post production with filters..
>Very strong shadow and mostly one single light source to create a dramatic light set.

nigga. he just painted from projection. the room has no strong shadows. it has just one fucking candle light.
just remember that normal people dont give a shit about stuff like those most of the time. Octopath definitely was a hit game because it looks different.
Sometimes the worst critics are the same people who work with you.
Nope, went digital anyways in 1990(Mac and Painter), got into 3D shortly after that, worked 15 in VFX until 2006 and changed career. Had a good run, now I'm doing 3D only for recreation. Long story short, people that know how to draw/paint/sculpt and are trained photographers are far more competent when it comes to 3D art.
>people that know how to draw/paint/sculpt and are trained photographers are far more competent when it comes to 3D art.
I have yet to see a "classically trained artist" to wrap his head around advanced 3D, they all fail hilariously when it comes to NURBS or parametric.
Not a big deal when you're also an engineer. That was the first thing I actually started, constructing and building airfoils for aircraft. Didn't work out, turned to my 2nd favorite thing, art. Now I've come full circle, building aircraft again, but painting and 3D remains a passion.
it's a screenshot of a (realtime) game that took PS1 graphics and threw a bunch of modern render settings on it to make it look better.

>no strong shadows
Why do you believe the nearest person is so dark? Is he the blackest of Africans, wearing some black outfit?
Or is it perhaps dark, because the light of the light source is blocked (by his body), which is the very definition of a shadow.
And it is a strong shadow, because it does receive next to no ambient or bounce light.
Why do you even write on /3/, when you don't understand what a shadow is?

If you are this guy:
>This is first year art school knowledge.
then how about you add some knowledge to the thread instead of bragging with your: "Hurr durr, this is such basic knowledge. Just get an art education, become an engineer, have 15 years experience in VFX and do digital art since 1990. Ezpz. Trivial."

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