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amos_chid
03-26-2003, 01:46 AM
At first i post this in Texturing Forum, but it seems not many peoples visit there, so i hope i can get the answer here, since i also use 3dsmax, i hope it's OK :)

The Question:
What is the best lighting setup when you start texturing ?
I mean.. not for the final image of course.. but to check whether the color is correct (the saturation, the hue, etc)

Is it with plain skylight / GI ?? or with omni light / spot light ???

because i never get my texture correct,
my experience before, in 3dsmax, i use no light at all (the default omni), and fix the texture until it looks correct with scanline render, but then when i change my light setup, it looks like crap, with color blotch (too saturated) in some places.

Other times i use skylight render, and make the texture until it looks correct, but when i change the light setup (adding spot light etc..etc..), some of the color looks pale.. i have to fix the texture again to adjust the saturation & hue :annoyed:

plz excuse my n00b question, but i really want to know the solution :D,

thank's in advance :buttrock:

gman
03-26-2003, 03:26 AM
hey,
Color maps and diffuse maps should i believe never be created using lights, you should get the tone right first with the default lighting or in your paint program. Then when it comes to specularity and gloss you should place an omni (ray traced shadows, and color set to white or with a little bit of yellow to simulate un-natural light) about two metres above model and two metres in front of model if the model was about 6ft tall, this is a standard practice to simulate a man standing in a room with a light bulb above him. Then increase the distance of the light to see if the texture can hold up in bright exposure or dull.

cheers

amos_chid
03-26-2003, 04:09 AM
Thank's gman, I'll try that :thumbsup:
anyone else ???

michaelcomet
03-26-2003, 12:44 PM
I tend to make at least a basic 3 point lighting scheme up with key, fill and rim light. I also personally tend to colorize these to be warmer/cooler for key and fill a bit...but it depends. I might start with pure whites/grays to get the basic lighting.

Obviously if you have some idea of how it will be lit in hte end, put some basic lighting in then for that, since the two work together.

I often adjust lighting and lights as I texture to make things look right. Then later I'll use the same lights in the real scene with the model, or at least have lit it similarly to how I will later. Or just made it look "good" with some basic set of lighting I have...

tonygib
03-28-2003, 09:31 AM
Well, as it turned out I had asked the same thing not long ago, check it out:

http://www.cgtalk.com/showthread.php?s=&threadid=41895



PS. Nice to see you on cgtalk Michael, its Anthony, I've bugged you a few times by email about charrigger, the last was over the shoulder/Arm Pit twisting problem, trust things are going well at BlueSky :)

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