Lighting Fundamentals with Salvador Sánchez

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  • เผยแพร่เมื่อ 27 พ.ย. 2024

ความคิดเห็น • 11

  • @PolygonAcademy
    @PolygonAcademy หลายเดือนก่อน +28

    the albedo values part is SO important, almost every game I have come on board as a lighting artist, all their albedo values have been way too dark resulting in characters that lose detail and are unreadable in shadow and a lack of bounce light overall. balancing everything into a proper range will take your results to the next level and everything will work properly. for games it is sometimes good to bump your character albedo ranges a bit brighter than the environment value average and it will make characters read better in shadow and work well for combat without needing extra character lights only light rigs or relying on tacky outline shaders. depends on the art direction, but this has been a best practice on the last 3 games I worked on.

    • @BeyondExtent
      @BeyondExtent  หลายเดือนก่อน +3

      Thanks for the additional insights on that topic, I didn't think about applying it to characters in that way!
      - Timothy

    • @abinashbarik1832
      @abinashbarik1832 หลายเดือนก่อน

      Good to see your comment @PolygonAcademy

    • @raizen3d
      @raizen3d หลายเดือนก่อน

      @PolygonAcademy Hey man. good to see you after a long time. we are waiting for your return to the arena :)

  • @magma5267
    @magma5267 หลายเดือนก่อน

    That tip about using real life lighting values when trying to do physically based lighting is great

  • @duudaw7044
    @duudaw7044 หลายเดือนก่อน

    what a gem, thanks for the content!

  • @rafaelserralheiro3d
    @rafaelserralheiro3d 3 หลายเดือนก่อน +3

    This is awesome

    • @BeyondExtent
      @BeyondExtent  หลายเดือนก่อน +1

      Thanks for watching and your support Rafael! :D

  • @re1
    @re1 หลายเดือนก่อน

    Thanks for the share, great lecture. Would you mind sharing the MM_SKY Material or pasting it ?

  • @libshastra
    @libshastra หลายเดือนก่อน

    19:25 Clarification, In the first bullet points, I assume you mean non-metal Albedo ranges should be between 60-240 RGB right?

    • @GordoFriman
      @GordoFriman หลายเดือนก่อน

      it is already like that. The only issue is that instead of Metal, it says "Mentals" which i guess is also accurate depending on the production stage 🤓