
The tutorial will begin by creating and applying materials for the various parts of the car, such as glass, chrome and tyres, as well as texturing some simple geometry that will make up a scene. It will then move onto lighting where the focus will be on setting up a lighting rig and the various parameters connected to this. Finally the series
will culminate with a section on rendering, where the aim will be to finish with a polished image.
Chapter 1:
Applying Materials & Shaders: Part 1
The first part will be mostly basic because I want everybody who’s following this tutorial to get used to the interface, tools and techniques, rather then focusing on shaders. The last part: Applying Materials & Shaders Part 2 will focus more on shaders then GUI.
Chapter 2:
Applying Materials & Shaders: Part 2
In chapter 2 we’re going to talk about how to apply shaders and materials to the remaining parts.
Chapter 3:
Lighting Setup & Rig (with HDRi) : Part 1
We’re going to start this Lighting Setup & Rig with a short presentation of HDRI (High Dynamic Range Image). An HDRI image is a format that has multiple levels of exposure. Those different levels of exposure can be used to obtain a much more dynamic range for things like reflections.
Chapter 4:
Lighting Setup & Rig (with HDRi) : Part 2
In this part we’re going to discuss tuning the lighting in order to get some really good results, like volumetric light or light fog, for example.
Chapter 5:
Rendering: Part 1
In this part we are going to discuss Final Gathering (FG) and about how FG can be tuned in order to obtain a realistic illumination, to save render time, and at the same time to achieve high quality images.
Chapter 6:
Rendering:Part 2
In this part we are going to discuss a little bit about Global Illumination (GI) and about the way in which we may use our HDRI map to emit photons. We’re going to end this tutorial by tuning everything - Shaders, Lights, Final Gather, Global Illumination and HDRI - into a final render.
Tuc Tuc Designed & Modelled by: Richard Tilbury
Tutorial By: Bogdan Horduna
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