Principled Rendering – Cover art for my talk.
Experiments in PBR rendering. New metal shaders and new geometry for the eagle eyed. Finally got back on the horse, more renders to come soon, after my talk! Rendered in Lightwave, post in AfterFX
I thought I’d talk a little here about how I work in 3D, to get the look and feel of my renders. Part of it is about the surfacing and the lighting, working in a PBRT model (as much as LW can do this accurately) but part of it is about working in a realistic way to capture a realistic physical simulation and then using that to help me to create really realistic images in post. Good quality in equals good quality out. I’m writing this to be as non application specific as possible, to help others adapt it to their work-flows. I use LightWave and AfterFX to do this, but some of this workflow can be replicated in other software. Click on each image to see it in High resolution.
People have been asking how I do my surfacing, so I thought I’d prepare a very simple scene, with my chair model, to showcase how it’s done. Lens flares not included!
Note this model is small (about 1/10th scale) if you want to use it in projects, you’ll need to scale it and the textures up. If you do use it, please credit me, and let me know.
You will need the free DB&W Tools and this scene is set up in Lightwave 11, it just won’t work as well in previous versions, sorry.
Finishing up the interior of the cargo bay, at the centre of the station. Took quite a while to do this one, because of all the glossy reflections!
Near Pluto there would really be pretty much no sun, so here’s a render of the station entirelly self illuminating. There’d be more fill from the rest of it, normally, but it’s quite pretty in the dark!
A view of the radial array, looking down the headlights
Another version of my overview, with the new details