Hello, there! it’s been a while. I have been working on personal projects to put my 2D style into 3D arts in some way. (You can see a fragment of my 2D style on the right side of this video.)
The journey is still in progress, but anyway, here’s my latest work.
As an essentialist (or a minimalist), I live in a tiny space with less stuff in the real world. But, on the other hands, I like jam-packed space filled with new or old gadgets and well-curated cute stuff, too. Somewhere like a small second-hand shop or a local handcraft shop… For me, it’s something like nostalgia.
(However, I stated this a finished work, but I still have no idea how to avoid the unnatural reflections on the glass table which probably occured by baked indirect lighting. Does anyone have the solution?)
Holy cow! You’re an amazing artist! I took a look at some of your paintings too & I’m a big fan.
To answer your question, baking lights is often used when you have too many lights to render in realtime. I think Eevee can only handle somewhere around 100 point lights, so you’d need to bake lighting or use Cycles with more lights.
The problem with baking lightmaps onto reflective surfaces is the reflections change locations on the surface based on the viewpoint, but a lightmap texture stays in the same place from every angle. I’d recommend just rendering without baking to make the reflections correct.
That’s my understanding, but I could be wrong.
I probably wouldn’t have noticed they were off if you didn’t mention it though.
Thank you for the appreciation and the advice! As a self-taught one, your comment really cheers me up.
However, I didn’t know that baking lightmaps is used when the scene has too many lights. I used to do it simply because I felt it offered me finer results in any situation. But I’d better to re-consider when to use.