OK, i am planning to get some cgi work of mine(the hellhound fighter, now finished) printed on a t-shirt. I wanted some advice on the composition of the image and what sort of layout would be good. The printing method will be “that plastic like stuff which gets “ironed” on”. Can you advise on what colours are a good choice, the printing equipment can deal with grey colours that are close together but my image is very grey. Look at the colours on my (earlier)renders of the hellhound fighter to get an idea of the colours. I can do background alpha channels and am not forced to do square images where everything within the square is printed and everything outside is shirt material, but the shapes of the alpha regions can’t be too complex (cutting out the ship is ok, cutting out silicon chip circuit style traces is not).
Please suggest what colour of shirt an image of a ship with that much grey would look good on, and please suggest cool layouts for the image, how to combine multiple views of the model into 1 overall graphic (i mean advice on how to position them for good composition, not advice on how to use photshop/GIMP, i already know the practical methods for the editing i will require), and please suggest what layouts i could use that allow for pleasing looking “inset” images (little detail shots and such) and ideas about general background patterning which is not too demanding from an alpha perspective are also helpful.
I would also like some suggestions as to good angles of the model to show in renders, and where lighting for those renders should be, i have been noticing that to get visible reflection (specular) off the surfaces of my model i need the main light(a sun) and the camera to both be at a similar angle to the surface, (the same sort of geometry as a mirror in optics where angle of incidence equals angle of output) but doing this leaves the model in silhouette. Any tips on what lighting angles might let me have some visible specular effects whilst illuminating the ship from the camera’s side and having visible shadows to give it some depth (rather then everything being universally equally lit and flat looking).
Thanks some pics of the model are now attached
note also my render settings, blender internal, “ray tracing” turned off under “shading”, “sub surface scattering” turned off under shading, “environment lighting” is turned on with a value of 1 in the world settings, gather is set to “raytrace”.
The final shirt won’t have this horrid brown as a background colour, i’ve just put it as the background for these few pics(i would be grateful for advice on what colour it should be replaced with on the final shirt) so that it can clearly be ditinguished from the model and so it does not “outshine” it.
Please note, there are more helpful details and more pictures in my second post(overall the third post) on this thread.
Please note, there are more helpful details in my second post(overall the third post) on this thread.