Texturing and lighting progress
Here are some tests and process of creating realistic gold shader. I used maya material x (100 % copper) to create it, however I noticed that the default shader surface reflects to much from the environment. Even it looks quite realistic itself, as most of the architectural shaders in maya, however I wanted to push it more so shadows, surface and the level of shininess would feel more real.
Even at this point I was quite happy with the result I've noticed that surface still reflects light at part where in real life it wouldn't (inside of the globe wires) So therefore I pushed it forward playing with Weight, Roughness, shininess and reflected lights (highlights) of the material.
Some other test for a glass, velvet and liquid
I started creating basic lighting so I can work with texturing having the rough idea how my lighting would work. My scene has 3 windows. Even I like portal lights and it looks good, I decided to go for more render time consuming decision I created 3 spot lights, that imitates sun, also 3 area lights that create defuse light. Using photons, global illumination and final gathering I achieved quite good result, which will work in my advance while texturing.
I also changed the light temperature, using Kelvin scale I plugged lighting of 3000K to spot lights imitating sunrise/sunset and 7500K for area light imitating sky.
Posted by Ernesta Baniulyte at 21:37