Page 48 - 3D Artist 110 - 2017 UK
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RENDER A HIGH-POLY CHARACTER MODEL WITH KEYSHOT







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                     Keeping values in the
            background consistent with how
             your subject is lighting is key to
                   selling believability


             Convey the mood Now that the assembly and materials
          11  are in place, start to consider the mood of the inal
          presentation. Thankfully, the subject matter in this case lends
          itself to a feeling of the ominous, and the alien. Several render
          tests were done with different HDRIs in KeyShot. The purpose
          of these tests were to explore the extremes, and ultimately
          nail the intended mood: sterile, corporate detachment. Blood,
          stains and the backdrop seat it in a grounded, modern-day
          medical environment. Try to achieve the overall mood of
          the image through lighting and tone before relying on a
          background. If the intended feeling can be achieved before
          supplementing the render, the end result will be stronger.
          Furthermore, working to a background early can be very
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          distracting when trying to dial in the tone.
              Dual HDRI lighting Start by establishing your key light
          12  HDRI – the primary light source that provides clear
          readability for the subject, and establishes the overall mood.
          Once you’re happy with the results, save the scene and wipe
          out the lighting. Take notes on the render, paying special
          attention to where details on the model are lacking, and how
          the lighting is complementing or ighting the focal points. If the
          HDRI isn’t bright or contrasting enough, metals will suffer from
          a lack of relected details. From a fresh scene, explore a
          complementary HDRI that highlights the details you’ve
          identiied as lacking from the irst render. This is not another
          primary light source. Instead, it exists to bring out details that
          were lacking from areas in the initial render. A longtime
          co-worker and veteran artist, Ryan Hawkins, who has a lot
          of experience in industrial design, taught me this approach.
          Examples of his amazing work can be found at artstation.com/
          artist/ryanhawkins.
              Work with a background When colour balancing, it’s   13

          13  useful to mask out the background. Doing colour work
          on the subject only enables you to assess the model
          independently, which makes tuning to the background far
          easier. If you tune the entire image at once, shifting background
          colours can inluence your eye too much. When you’re ready
          to consider the background itself, start by identifying key light
          sources in the primary HDRI. Note their position and colour.
          Try to build your background with these elements in mind.
          Keeping values in the background consistent with how your
          subject is lighting is key to selling believability.


            adjusting PBR values
            A common mistake in modern PBR pipelines is adjusting
            colour values by eye. If values are too low, powerful
            lighting functionality of modern-day renderers like UE4
            and KeyShot’s GI functions won’t work well, and will give
            you results where lighting dies out in darker areas. It’s
            always best to rely on PBR material values where
            possible, and to keep an eye on the darker areas of any
            environment, character or render as you work.

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