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Workshop

Waking the Forest
feed Workshop Overview
Assets keyboard_arrow_down
  1. insert_drive_file Waking the Forest - Final image visibility_off
  2. insert_drive_file Waking the Forest - Blender file visibility_off
Workshop Videos keyboard_arrow_down
  1. 01

    Step 01 - Sculpting

    Free
  2. 02

    Step 02 - Rock Placement

  3. 03

    Step 03 - Curve Roots

  4. 04

    Step 04 - Lighting 1: Inspiration

  5. 05

    Step 05 - Ivy generation

  6. 06

    Step 06 - Leaf shaders

  7. 07

    Step 07 - Base materials

  8. 08

    Step 08 - Particle vegetation

  9. 09

    Step 09 - Lighting 2: Trial and Error

  10. 10

    Step 10 - Lighting 3: Refinement

  11. 11

    Step 11 - Children characters

  12. 12

    Step 12 - Post pro: Big Fail!

  13. 13

    Step 13 - Post pro 2: Level Up!

Workshop

Waking the Forest
Assets keyboard_arrow_down
  1. insert_drive_file Waking the Forest - Final image
  2. insert_drive_file Waking the Forest - Blender file
Workshop Videos keyboard_arrow_down
  1. 01

    Step 01 - Sculpting

    Free
  2. 02

    Step 02 - Rock Placement

  3. 03

    Step 03 - Curve Roots

  4. 04

    Step 04 - Lighting 1: Inspiration

  5. 05

    Step 05 - Ivy generation

  6. 06

    Step 06 - Leaf shaders

  7. 07

    Step 07 - Base materials

  8. 08

    Step 08 - Particle vegetation

  9. 09

    Step 09 - Lighting 2: Trial and Error

  10. 10

    Step 10 - Lighting 3: Refinement

  11. 11

    Step 11 - Children characters

  12. 12

    Step 12 - Post pro: Big Fail!

  13. 13

    Step 13 - Post pro 2: Level Up!

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Workshop Videos

Step 10 - Lighting 3: Refinement

March 20th, 2017

info License: CC-BY
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Andy Goralczyk
Andy Goralczyk Publisher

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2 comments

Henrique Gonzaga
Henrique Gonzaga April 13th, 2017

how did you set the view to be same from the lamp?

Andy Goralczyk
Andy Goralczyk April 13th, 2017

@henriquebg88: You can turn any selected object into a camera with CTRL + Numpad 0. In addition to that I unlocked the view (with the little lock icon next to the layer block) so that the camera is only local to that view (that means the render camera won't be affected by this). To jump back to the scene-wide camera, simply lock the view again.

More info here and here

.andy

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