View Full Version : Light-Lamp
tcomputerchip 04-21-2003, 05:29 PM Ok, I have been working with this one for a week now (4 hours total) . I have asked for comments on another forum but no one there is giving me more comments/suggestions with lighting. The only comments I have got is the textures and the models.
Oh, I will be fixing the scale of things today and the texture of the road and sidewalk, but I am looking for composition tips/help on lighting and texturing.
Latest Image:
http://www.opticalgraphics.com/tom/still/light-render-fr1.jpg
Last Image:
http://www.opticalgraphics.com/tom/still/lightpost.jpg
Starting image:
http://www.opticalgraphics.com/tom/still/lightpost-start.jpg
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tcomputerchip
04-23-2003, 05:08 PM
Update:
Image Removed, see last post
Gatling
04-23-2003, 05:30 PM
It's REALLY basic...
For a tip on the lighting: You need it to CAST shadows. An easy an efficient way to do this is to model a "cage" onto the lamp-light, almost like a birdcade. Those wires then cast shadows and create more variety...
I also don't see why a sewer drain should be casting a shadow... afaik sewer drains are indented into the roadside in order to let the water drain into them... if they were above the gravel the water would pass them by and they would be of no use.
The EXIT sign also looks strange... as if its not lit by the same light as the rest. Did you happen to make it transparent? It looks that way.
Also, EXIT signs aren't located on the front of buildings... And if it is the REAR of the building, (which is generally a small alley), there are no sewage drains, and certainly no lamps. One thing is out of place there...
Just needs some more care to the scenario.:rolleyes:
tcomputerchip
04-24-2003, 03:08 AM
Hey, thanks for the sharp eye. I had two lights that were for the lamp that where not suppose to light up the sign.
Image Removed, see last post
Theta-Dot
04-24-2003, 03:18 AM
It's looking MUCH better! Maybe the sidewalk is a bit too shiny?
=ThetaDot=
demo38
04-24-2003, 03:23 AM
The falloff on the lights could carry more, or use more lights... The current lights are making the model read as if it were indoors.
The textures responding to the lighting, the brick could use smoe bump, (or more of it)... and the bricks going over the doorway header bug me, you wouldn't have slivers of brick... Also, at the base of the door, you would need a landing of some sort. Around the opening for the door, the corners wouldn't be that crisp, maybe try breaking the edge up too...
I see what you're doing with the sidewalk, but the specular seems too high, and making it appear plastic, the edges seem too rounded... making it look melted.
The dark area at the base of the wall, seems that it should carry over onto sidewalk, if it should be there at all...
The asphalt seems a bit shiny...
I know you weren't looking for modeling/texturing feedback, but it's the details that make the lighting either believable or not sometimes... With so few lights, I think this is one of those times.
You're definately making great progress on it!
tcomputerchip
04-24-2003, 03:26 PM
I welcome all responces, this scene is a study for lighting and composition. So any comments are good comments, they make me better. When you look at something for a while you kinda loose the outside perspective of what's going on.
Having fresh eyes take a look at it always helps. Thanks for the comments on the brick above the wall, im going to put a header there, just have not yet. As for the sharp edges on the door, that too, I will fix; i wanted to liven up the scene a bit, so adding the wall art (hehe) to the scene made it more interesting to look at.
As for the side walk, im going to start over for the models, the texture is just a simple texture U.V.'ed several ways on the model for now. You are correct, it should blend with the mold look built up on the wall.
For the lights, man, I have more lights in this image than you would care to know. I think I have about 5 to 8 total, you are right though, it kinda looks inside, I think I will change the falloff a bit and add casting shadows/lights from behind the camera (accross the street oposite the lamp).
Thanks for giving me more to look at. Can't wait till I get my DAT file for FinalRender Stage-0...the G.I. will help alot in this image.
i think the problem is there isnt anything interesting in the scene. This environment by itself isnt interesting enough for a good image, so you need something in the foreground.
tcomputerchip
04-25-2003, 06:19 PM
Just wanted to let you know, im not going to interesting...im going to boring. Interesting comes later when the image has been fine tuned. ;)
Images removed. see last post
tcomputerchip
04-25-2003, 08:13 PM
another:
Image removed, see last post
tcomputerchip
04-26-2003, 02:59 AM
Hmm, thought I mite get some responce...:shrug: :shrug:
BigRanS123
04-26-2003, 04:27 AM
the spray paint on the wall looks too flat...
make the paint sink in on the grout of the brick...
Just my thoughts..
Its looking really good...you need to push it to the next level
Duffman
04-26-2003, 05:29 AM
I like it, but it's too clean. In fact, it's far too clean. I'd imagine in an area like that, a back alleyway with graffiti covered walls, you'd see lots of trash on the ground. Broken bottles, torn and wet newspaper bits, lots of cigarette butts, bits of foam cups maybe, etc.
Also, the sidewalk looks like couch cushions... far too smooth.
Green Grass
04-26-2003, 04:46 PM
The only comment I would have is that the intersection of the sidewalk and the brick wall is just way too pitch black dark. It needs some sort of ambient light going on there, but definitely not as bright as the other stuff or as dark as you have it now. Otherwise, very nice renders and a good way to test out lighting techniques!
tcomputerchip
04-29-2003, 05:23 AM
Thanks for the comments,
I have been working on the G.I., I have finalRender now!
Now I am having problems with the wall texture. Should I model each brick? How do I get this damn texture to look good. It's hi-res (really hi-res). I think i will re-do the bump map.
Image removed, see last post
4 low
04-29-2003, 05:39 AM
The light looks like it's too bright. I mean that the glow of the light looks too bright for the small area of light that it is affecting. Maybe up the falloff or lower the brightness of the glow.
Other than that, keep it up, it's looking good...
tcomputerchip
04-30-2003, 04:40 AM
I have updated the image a bit. Added a few more objects:
tcomputerchip
04-30-2003, 07:32 PM
Hey, I think I figured out what's causing the vortex effect in my shadow. I am using a omni light not a target light for the casting.
I will see what I can do when I get home today. Other than that, let me know what you think. I added a few leafs and bottles, and a stond part next to wall. Got the idea from a reference image.
I will add the grafitti back in once I fugure out how to use sub-materials.
I want to overlay the textures on top of the wall texture as a sub map, not in photoshop as one big texture.
Any suggestions?
tcomputerchip
05-02-2003, 06:12 AM
Looking for comments/suggestions. I will be adding text to the paper on the sidewalk. Also will be adding more litter soon.
See Current image at top of post.
sniper-x
05-02-2003, 05:29 PM
the leaf...did u make it or did was it compsited...i'd like to get some cel-shaded leafs in my cel-shaded scene....so just lemmie no thanx
tcomputerchip
05-02-2003, 08:22 PM
I created the leaf in photoshop, if you want I can do up a tutorial. It was very simple.
I then applied the texture (2-sided) on a plain, and used my bump map in the displace modifier for the plain object. Total of 2 textures, when its completed, there will be 3. The third is the specular map that I have not had time to work on. I just used Advanced transparency to get what you see there instead of the specular method.
tcomputerchip
05-26-2003, 05:25 PM
This is an update, added a few more objects, changed the camera angle.
What do you think?
http://www.opticalgraphics.com/tom/still/light-render-fr1.jpg
tcomputerchip
05-27-2003, 02:57 PM
Wow, lots of posts are being submitted on for the site. It's a challenge just to get your stuff looked at.
Maybe another sub-category should be implemented for styles of art under the WIP section; e.g. (Fantasy, Realism, New-Bies, Sci-Fi, Models, Scenes, and so on) just a suggestion for moderators.
tcomputerchip
05-29-2003, 02:43 PM
Good? Bad? Finished?
Just looking for comments...thanks!
Grats, very, VERY much progress from the first image!! Looks good, but seems to me a bit bright. Could you post one without the specular bloom effect?
And the textures are much better than were.
Here're some general lighting tips: use the inverse square option for your lights. Gives more realism. You can mimic the global illum effect with bouce lights, casting only subtle diffuse, no spec, and no shadow. Place them where direct lights hits the surface or place them to light every part of your scene where you think objects might be illuminated by other objects.
Hope it helps!
Bye:
Tocy
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