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Fabric sofa speed art
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My first speed art in blender.
Complete Modeling, Texturing, Lighting and UV Mapping.
Modern Interior Designing in Blender 2.79. You Can Create this Sofa in Simple Steps. All Materials are Created with Principled BSDF Shader. You can Learn Studio Lighting also in this Video. All Steps, Alert, Information and Warnings are separately given in this video. YouTube Video This Video Work Flow First Modeling Sofa Base Mesh, Sofa Cushion, and Pillows with Simple Step. After that, Set Studio Meshes and Temporary Light to it. Background and Floor Created in 16x16 Meshes. Create Material for Sofa Cushion, Sofa Base Mesh, Pillows, and Floor. Pillows and Sofa Cushion used Fabric Color and Normal map. And create some fake Bounces to it with Procedural Texture. Floor Material is completely created in Procedural Texture. After that, Set Studio Lighting to this Sofa. This Video Use 3 Area Lamps (Lights) for Studio Lighting. Left Side is ‘Light Orange Color’ Area Lamp, Right Side is ‘Light Blue Color’ Area Lamp and the top is ‘White Color’ Large Area Light
You can Create realistic Tree Leaves in Simple Steps with Blender 2.79. This Video Contained Simple Workflow. Low polygon mesh used to Create this Leaves. It decreases Render time. Blender Mesh - Planes are not Subsurface Scatter Properly. This Video Shows how do handle that Problem and Explanation. This Video first adds some add-one in a blender. import color image as plane after the setting add-one. Set light to it. after the lighting, Create the material of Leaves. Final Node Setup Download Texture Files After the Create Materials, set Environment map, Camera and set Sun to it. Now set Render Setup And Render the Image. Final Render Image Any Problems? Comment below.
Blender Cycles and EEVEE engine’s lightings are different. EEVEE engine doesn’t use Emittion Shader for its lights, it uses only lighting data for that. If we need to convert Cycles light into EEVEE, then we have to follow a simple procedure for that. [value] = Emittion Shader Strength value; First, select the light you need to change, and open Shader Editor (Node Editor). Shader Editor shows Emission Shader for your selected light. This Shader Editor's Emission shader has two type of values (Color / Strength). Drag its color value into a color value of light’s data tab. We can’t do this same for the Strength value. We need to convert and paste this Strength value into Energy value of light’s data tab. We can do that procedure following this table. For an example, if we copy point light’s Emission's strength value into energy value of light’s data tab, then we have to divide that value by 100. (Same procedure for the Area and Spot Light) Don’t need a
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