26.10.08

Just another Nebula update


here is the next update concerning the "beautiful"-challenge.
i played around with afterburn, and that is, what came out so far..





[upd]
so here is even a newer






[upd]
change lighting a bit and some fog..but the purple light is not so cool





[upd]
a first composit in photoshop






[upd]
i switched to another technique.
now i modeled the nebula, rendering it with different shadings,
that work as masks, and then composited it.

24.10.08

How to light a scene



This was an exam scene i prepared for "Media-Design Hochschule". It was done for a lighting lecture of a gamedesign course.
The task was to set up a light rig (light rig = all lights that are used to light a scene) without advanced lighting solutions like radiosity or global illumination (bounced light) . Just fake GI by using spots and selective lighting, since the possibilities in game engines are mostly limited.
I wanted to teach the students how to use standart lights and teach them to get a feel how lights behave....think like a light :)
so i modeled this harbour scene and set up a light rig as an example and let the students do their own light rig in a test.

I used many different lights in the scene that all serve in different ways.
So these functions of lights are mostly the same for every scene you will ever light.

Download the german paper of this class

Key lights: are the most bright lights in a scene. They define the dominant angles for shadows and illuminations.







Bounce Lights: They act as the reflection of any lightsource inside the scene. usually, they consist of wide spotlights, with very small brightness and a desaturated color, of the surface from what it is reflecting of.
You want to use selective lighting. A selective light only includes selected objects within its illumination. Every 3d application is able to do this.
Advanced lighting techniques, like "Global Illumination" in Mental Ray, can compute the reflections of the lightrays, so that you do not have to create extra light sources, to fake the "GI"(global illumination)

Fill Lights: illuminate the other direction of the key light, they help lighting the "not lit by keylight"-surfaces. It is also reduced in intensitiy/brightness and you can try the complementary color of the keylight for your fill light. Or blue or grey for outdoorscenes. Softer not so dark shadows.




Rim Lights: define the outer shape of an object or a scene. Use a very bright light, perhaps cold colors and a light shadow







Final Image. To get a good feedback, of what your lights are doing, also always render them alone. Only then you can estimate the lighting effect.
When you render with all lights turned on you can see how the lights harmonize.




Here is the 3dsmax 2009 file of the cube with lights

------------------------------------------
And here the harbour scene in development.

Here the first lighting attempt after modeling. Lightsources, that you can physically see in a scene are so called: Practical Lights. As you see there are plenty of them. In this first attempt i created not only the keylights, but also their bounce lights and rims on the railing. And also some local fill lights. but the scene totally lacks of an ambient fill, which should represent the color of the sky in this case.

Here you see the ambient fill, which is blueish. The modeling was also somewhat cheesy, so i changed it.

Here we see another change in geometry, and the adding of volume fogs to the practical key lights.

And last but not least, a whole scene fog, just to add some harbour feeling. But that was photoshopping, because i was too tired ;)

If you want to see the rig, you can download the scene here.
(use right click "save as")

Download the german paper of this class

I hope this was interesting. cu l8er

22.10.08

Games Academy - Pieces from my lectures

Here is some work, i did in lectures i gave at the games academy.
I will add pictures from time to time.
The textures are not worked out. they are just made very quick for lecturing purposes.
The designs were all taken from picture references out the net.
Unfortunately i did not write down, from where exactly each reference came from.
But here the final models. They are all modeled in mid- / lowpoly count except the chainsaw, which is quiet lowpoly.



A dagger modeled in a "modeling basic" course


A combat knife, which was an exam.


An iron sword modeled in a "modeling basic" course


An "Ice Sword" modeled in a "modeling basic" course


A "Dragon Sword" modeled in a "modeling basic" course


A chainsaw speedmodeled in a "modeling basic" course




"Beautiful"-Challenge at cgarena.com

currently i participate at a challenge at www.cgarena.com..
i try to achieve a cool space nebula, but i think i will fail the task of creating the nebula with pflow an afterburn....

here is the last picture... and the one before the last... i guess it is no change for the better....




21.10.08

Normalmap creation with Photoshop and Nvidia plugin

Normalmap creation with Photoshop and Nvidia plugin

This is a Normalmap tutorial, i also published on my site. Perhaps it makes sense publishing it on the blog also.

Software: Photoshop, Nvidia Plug (Nvidia.com -> Developerzone - Photoshop Plugin)
Goal: Creation of a normalmap through a diffuse texture

Creation of normalmaps in Photoshop is not done by simply using the Nvidiaplugin only one time on a diffuse texture, but by applying the filter a couple of times at different blurring levels of the diffuse map.

Starting with the fine detail structures, you copy the source texture and blur it, to transform hard contrasts to gradients, to extract the more and more larger details.

The Nvidia plug wont convert hard contrasts without gradients to „deep“-structures.

The more you blur your ressource texture, the higher you set the „scale“-value in the Nvidiaplug



So lets start:

This is our ressource texture





fig1


fig2 (the y normal was inverted, because our game engine at Piranha-Bytes needs this, don't do this at home)



fig3


fig4


Workflow Part 1:

- duplicate your diffuse textur one time with „create new document from history" in history. (fig1)

- apply the nividia filter to one of the copys for getting a detail structure normalmap. Setting: Scale=4, Alternate Conversion=Max(RGB) (fig2) (the y normal was inverted, because our game engine needs this)

- put the normalmap aside for later compositing. (Tex1)

- get the other copy and desaturate (strg+shift+u)

- apply Gaussian Blur Filter with small Radius (2-3 pix) (fig3)

- duplicate your diffuse textur one time with „create new document from history" in history.

- apply the nividia filter, set „Scale " to 15

- put the normalmap also aside for later compositing. (Tex2)

- get the other copy


- apply Gaussian Blur Filter with higher radius (4-5pix)

- duplicate this document one time with „create new document from history" in history.

- apply the nividia filter, set „Scale " to 25


- apply Gaussian Blur Filter with small Radius (1-1,5 pix) to your normalmap in order to reduce moiré-effects, that came by using the gaussian-blur with high radius. (fig4)

- put the normalmap also aside for later compositing. (Tex3)

- get the other grey texture copy

- apply Gaussian Blur Filter with higher radius (6-7)

- apply the nividia filter, set „Scale " to 30-35

- apply Gaussian Blur Filter with small Radius (1-1,5 pix) to your normalmap in order to reduce moiré-effects, that came by using the gaussian-blur with high radius. (fig4)

- This normalmap is our base for the final normalmap. It defines the largest structures. (Tex4)

We are now going to compose the 4 different normalmap levels together by using the „overlay“-blending. One after another over the base-normalmap.

But after every single „overlay“-blending, you have to apply the nvidia filter once again in the „alternate-conversion“ setting: „normalize only“ in order to reduce wrong normalmap colors, that appear after every „overlay“-blending.


fig5


fig6


Workflow Part 2:

- Copy all content out of [Tex3] (ctrl+a, ctrl+c) as a layer into [Tex4] (ctrl+v)

- use blendingmode „Overlay" or „Soft light" (for less hard blending) on the new layer (fig5)

- flatten image to background layer

- use nvidiafilter with „Alternate Conversion"-Mode: „Normalize only" (fig6)

- Copy all content out of [Tex2] (ctrl+a, ctrl+c) as a layer into [Tex4] (ctrl+v)

- use blendingmode „Overlay" or „Soft light" (for less hard blending) on the new layer (fig5)

- flatten image to background layer

- use nvidiafilter with „Alternate Conversion"-Mode: „Normalize only" (fig6)

- Copy all content out of [Tex1] as a layer into [Tex4]

- use blendingmode „Overlay" or „Soft light" (for less hard blending) on the new layer

- flatten image to background layer

- use nvidiafilter with „Alternate Conversion"-Mode: „Normalize only"


If the Texture should be tilable, you now have to inspect your seams. And perhaps correct them.


Use the „offset“-filter in order to do this. Put exactly the half of your pixelsize of your document into the fields „horizontal pixels“ and „vertical pixels“.

Then use the blur tool or copy stamp tool, to reduce your seams..after this use the offset filter again. And then also use the nvidia plug again in „normalize only“-mode to for color corretion.

Now your normalmap is final.“


I hope this was helpful to you! :) cya


sascha






start of my cg environments blog

hello, my name is sascha henrichs,
i'm a 3d environment artist in the games industry since 1998 and this is my first posting in my cg environments blog.

in this blog i want to show some of my private and released commercial work, but also show some of my workflows to use in my lectures at the Games-Academy.