> Lighting and Texturing for Photorealistic Metals
Lighting and Texturing for Photorealistic Metals
In this tutorial you'll learn how lights and materials interact, and how crucial lighting is to get good results in your scenes. So if lighting is a new field to you this is a good place to start as it looks closely at some of the fundamentals of lighting up scenes and getting realistic looking materials in Lightwave.
In the first parts of this tutorial we work in Modeler and make a key, wrench, nail and guitar finger pick using Lightwave native tools such as bandsaw pro, extender, stretch, drag and bevel. We focus on detail and creating realism in these models which will help sell the final render and look at ways to cut holes and get the best possible geometry by rebuilding it as we go along.
From here we move onto surfacing and lighting in Layout and create nice metallic textures using both procedural and hand painted textures, we look at how to produce realistic blurred reflections and set up a nice composition with a good focal point for a shot like this. You’ll learn how to work with gradients and weight maps to enhance shading, as well as bump maps and noise to create distortion, dirt and scratches to prevent images from looking perfectly CG.
The lighting parts of this tutorial goes over how to work with direct light sources as well as HDR lighting and shows some useful tricks for a higher level of realism with this specific lighting technique. Here we go through how to prevent blown out lighting in renders, work with light color and luminosity, and get nice blurred reflections and soft shadows falling from our objects.
Finally we look at post-processing renders in Photoshop to enhance the look, for this we render out a zdepth pass and tweak small details before adding depth of field to finish off the image.