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Woohoo, it's Friday! So how are we doing this Friday?

Well. I'm going to be honest here. Update 16 is in a weird place. It isn't going to have a huge amount of renders simply because there aren't that many image sequences that require multiple renders. However, the text is the same length as every other update. And another way why it's weird is that I have only two scenes left to render after a week of rendering.

Then we go to writing as usual. About five pages left of update 19's writing, which is good considering I want to keep the buffer at least the same.

So overall good stuff. Although, if the speed keeps up, I need to rethink how I work. If I'm rendering faster than I can write, it just leads to problems.

And then we are catching up on what these two are up to.  Now, this has a slight variation depending on what you chose earlier, resulting bit shorter scene overall.

And then we come to the extra render, might need to take a pause with these at some point, but then again, they are just for fun mostly.  Anyhow, lighting is one of the hardest aspects of making renders. It's easy to flood the scene with "neutral" light to see all the details, but that isn't necessarily right. There are several problems with lighting. Namely, the shadows are too sharp. Well, I'd like them to be softer. And maybe a bit too much light. Now that the last one is subjective, realistically speaking, the light value should be half of what it is, but then it would be too dark to see. There are already difficulties in seeing some things in the image as is. 

The light issues get a bit more difficult more "primitive" tech is used. TRS2 is easy to light. It needs to look artificial because it is fully artificial light on a space station. Modern settings can be a bit pain simply because most rooms have just a singular light source in the middle of a room. Everything else comes from windows, some screens, and other minor sources. And our eyes automatically adjust to the lighting of the room. But the time before electricity? Oh boy. I'm... a fan of a certain degree of realism, so neutral "white" light with that render just causes my brain to scream. This is why the temperature of the ambient light is the same as the torches, giving an orangeish look. But thankfully, my settings have magic, so in those scenes where I need details showing, I can add light fairly easily and not cause my brain to nag: "nooo, that tone of light is unrealistic. Spend the next 15 hours tweaking it until it is in perfect harmony with the rest of the lights."


Comments

Wesley Sullivan

honestly play your games for the story so a buncha art while I like it is not the end all be all....keep it up tal

Talothral

Truthfully, a lot of it is a concept stuff to ensure I can make all the ideas that forms in my mind. There are some that haven't been feasible to do, yet, whether it is due assets not existing, or I haven't figured out a way to do it, or simply because it is too heavy for production use. And then when it looks nice enough it's like "hey,why don't I share this?"