Sunday, 6 December 2015

WIM: Digital Set Pipeline

Un-Textured Render

UV Map Render

Wireframe Render
Ambient Occlusion
Window Lights
Lighting Render

Texture Render
Final Render with Effects (Mist)

1 comment:

  1. There's a lot of geometry here that I think you can get away with simplifying as these shapes are still quite elementary. You've got some nice shapes going on but for a lot of the flat surfaces I think you might be able to double, perhaps triple the size of your quads on the bulk surfaces and still get the same kind of fidelity in smooth preview mode. It is in edges that geometry becomes important for smoothing.

    Or am I mistaken and this is geometry that's been smoothed with the smooth proxy function?