Here's a render of the Cinnamon Bun model I whipped up last night.
I first rendered him with Cycles (bottom panel).
The hills use a combination of the diffuse and velvet shaders. His face is a combination of glossy (mirror) and diffuse, this was required to get the highlights (they are actually real reflections of the sun lamp). His body is a standard diffuse and looks a little bland. The teeth needed to have the translucent material applied to them in order to make them white, however this caused bounced rays from his face to be picked up. The resulting bounces caused noise and discolouration. The self shadowing is quite good and the depth of field required no post processing (its part of Cycles by default).
I wasn't happy with the cycles render so I swapped over to the blender internal engine and re-did the materials.
With blender internal there is much more control over specular colour (highlights). Ambient occlusion and full ray shadows help fill out the shading. It lacks some of the strength in self-shadowing and there are no real reflections. The internal render was magnitudes faster even with the post process blur.
I didn't spend a large amount of time on the materials for either of these. Good practice though. I know he looks a little scary, it is Cinnamon Bun after all he is half-baked!
I first rendered him with Cycles (bottom panel).
The hills use a combination of the diffuse and velvet shaders. His face is a combination of glossy (mirror) and diffuse, this was required to get the highlights (they are actually real reflections of the sun lamp). His body is a standard diffuse and looks a little bland. The teeth needed to have the translucent material applied to them in order to make them white, however this caused bounced rays from his face to be picked up. The resulting bounces caused noise and discolouration. The self shadowing is quite good and the depth of field required no post processing (its part of Cycles by default).
I wasn't happy with the cycles render so I swapped over to the blender internal engine and re-did the materials.
With blender internal there is much more control over specular colour (highlights). Ambient occlusion and full ray shadows help fill out the shading. It lacks some of the strength in self-shadowing and there are no real reflections. The internal render was magnitudes faster even with the post process blur.
I didn't spend a large amount of time on the materials for either of these. Good practice though. I know he looks a little scary, it is Cinnamon Bun after all he is half-baked!
Category Artwork (Digital) / All
Species Unspecified / Any
Size 960 x 1080px
File Size 303.9 kB
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