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View Full Version : suggestions for simple light setup to display texture work


TGNSD
07-14-2010, 03:37 PM
I don't know too much about lights, so any suggestions, tips, or general knowledge is helpful. I'm no trying to be a pro lighting setup artist though, so the more basic the information the better :)

The images I've included display the poor setup I currently use. 2 point lights (one slight orange, one slight blue) and a dim spotlight.

I'm looking for tutorials or just tips for how to set up an optimal light scene to really get an 'oomph' out of my work. Suggestions from other texture artists I've read, will just take a screen cap of their image in high quality / view port 2.0 so I'm not looking to render my scene. Just trying to light it nice enough in real time to get that screen cap.

I also keep getting a really harsh shadow on my models when I switch to high Quality / viewpoint 2.0. On the sample images you can see the knife has this awful shading throughout the bottom edge of the blade. ...But when I switch back to the normal viewport the shadow is non existent.... no clue.

Thanks in advance!

http://a.imageshack.us/img30/4928/deletebf.jpg

http://a.imageshack.us/img42/729/delete2.jpg

http://a.imageshack.us/img408/4467/delete3.jpg

TGNSD
07-14-2010, 04:33 PM
hrm... do you guys have any opinions about this software: http://www.8monkeylabs.com/tech/toolbag

I might check it out as it looks like the solution to my problem....

sundialsvc4
07-14-2010, 09:02 PM
A few random suggestions...

(1) Be sure that you are using linear workflow. The success of this shot is going to depend heavily upon very subtle lighting effects.

(1a) Start your lighting in total darkness, add lights one at a time, and periodically check the lights one-by-one so that you clearly understand everything that each light is adding to the scene.

(2) Take very frequent checkups with the "histogram" tool. If you don't know what I'm talking about when I say, "Ansel Adams' Zone System," go find out now. If you don't own Jeremy Brinn's books, go buy them now.

(3) Begin your lighting setup with standard three-point light, and adjust this very carefully so that the lighting is even on both the blade and (perhaps separately) the grip. Each of these two surfaces have very different characteristics.

(4) Consider the materials very carefully; study real examples closely. Observe how the diffuse, specular, and reflective light behave, including their colors. Consider the colors of all your lights; don't just use white.

(5) Digital lights can be set to emit, say, only specular or reflective "light" so that they can be used to fine-tune those effects without adding more light to the scene.

(6) Do you want the knife to be ... threatening? An irresistible object "on sale today?" Magickal? Old? New? Worn? Broken?

jeb
07-15-2010, 01:32 AM
totally off topic but i didn't know maya's view cube was sponsored by sponge bob square pants

TGNSD
07-15-2010, 02:48 AM
ha. no, I changed the directory image of Maya's cube to be Spongebob to remind myself not to take life too serious. 3D can get frustrating sometimes, so it's a nice forgetmenot.

Sundialsvc4, Great information, but I'm really not looking to get this in depth with my lighting as I stated in the original post.

Anyways I'm going to hopefully get around to trying out that program I posted earlier and post the results to see if it's the one click magic I'm looking for.

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07-15-2010, 02:48 AM
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