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radioskellington
05-23-2012, 12:25 PM
Hello!
Would anyone have any suggestions for lighting or what type of sky to use to get a Limbo the game or JoJo in the stars style background sky using Maya 2012 and Mental Ray? I know that if you use overlay in photoshop you can get pretty nice results for the look, but what about the light? Would you use a texture on a plane? or skydome, IBL? or done in post?
Any advice would be greatly appreciated!
Thanks!


https://www.google.com/search?q=limbo+the+game&hl=en&prmd=imvns&source=lnms&tbm=isch&ei=a8a8T4nJHpLR4QSc8PFO&sa=X&oi=mode_link&ct=mode&cd=2&ved=0CEcQ_AUoAQ&biw=1379&bih=853




https://www.google.com/search?q=jojo+in+the+stars&hl=en&prmd=imvns&source=lnms&tbm=isch&ei=1ce8T4qkAeXd4QTKqulY&sa=X&oi=mode_link&ct=mode&cd=2&ved=0CEMQ_AUoAQ&biw=1379&bih=853#q=jojo+in+the+stars&hl=en&sa=X&tbm=isch&prmd=imvns&tbs=simg:CAESEgn0iqnxDeiZ6SFnt_1WNNqU6yA&iact=hc&vpx=512&vpy=146&dur=2946&hovh=214&hovw=235&tx=31&ty=303&sig=110329530205491194409&ei=1se8T-OuPIaQ4gSdyewv&page=1&tbnh=147&tbnw=162&ved=1t:722,r:2,s:0&bav=on.2,or.r_gc.r_pw.r_qf.,cf.osb&fp=2dffa5c5dd06b340&biw=1379&bih=853

amzans
06-12-2012, 05:06 PM
Hi! The way I would approach such lighting would be with some big area lights which emulate soft boxes in real life. They will produce some really soft but "filling" light in conjunction with some sort of environment light (you can map an Ambient Occlusion node to the light shader of an area light to produce the result).

Finally to create that sense of atmosphere that the references you posted have, it can be easily adjusted on compositing by inverting a depth pass and using it with some noise map so that it gradually becomes denser with the distance. You could apply some depth of field with the depth pass so that it also creates the feeling that is being seen through a lens.

Cheers!

radioskellington
06-12-2012, 09:24 PM
Thanks so much for your reply Anthony! Right now I've set up 1 directional light for main source light and shadows, and 1 scaled up area light like you've suggested with the ambient occlusion on the light shader, The depth pass sounds like an awesome idea, I will definitely try it!!
Thanks again!
tommy

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