There's not much to go on at the moment but you said you were looking into lighting so I can maybe get your brain thinking about a few things. Firstly, figuring out your composition would help you have a better understanding for what you want your audience to see - your focal point. Once you've done that, your lighting should then enhance vision, and draw our eyes about the scene appropriately.
Because this is a futuristic church, is there going to be practical lighting sources (lamps, runners, overheads, etc)? OR...are you going to rely on natural light coming through the windows? I'd narrow down what you want to be your predominant source and really stick to it.
In the shots above, it looks like you have natural light feeding in from some windows. These windows are very small to have such significant bounced lighting throughout the space. If you want more convincing lighting in the scene (and probably a more appealing model) I'd make the windows much larger.
As far as the bounce I might only go with one bounce - your right windowed wall should be pretty dark minus the lit up stained glass, and the scattering of light should be strongest on your floor and onto the left wall. That visual contrast will add appeal to your scene, where your values won't be as flat as they currently are. Having too much bounced and ambient light will really dry out the scene.
Also - don't let GI do everything for you. You can place small accent/fill lights about to activate some of your surfaces to exaggerate and punch of some of your materials.
This was a pretty broad assessment, but there's not much going on to really break down just yet. Again, I would think about what you want the audience to look at and really go for it. Right now, everything is awash with the same value and the flatness isn't as appealing as something with more contrast.
thanks for the great advice! i think ill try using the windows as a light source with less bounce and adding some man made lights around the focal point too (after i..um..create a focal point). I see what you mean about the windows being too small but im not sure ill have time to remodel them in the next couple of days, later on down the line i will. i have to reinstall udk but hopefully ill be able to get come changes done tonight
put everything in the final scene, got rid of the window stuff for now and added a focus point (still got to model the main ficus point- the statue).
i dont know what accent/fill lights are so i put point lights for now.
some weird lightmap issues on the flor and pews that i dont understand, hopefully i can fix them at uni tomorrow.
Replies
There's not much to go on at the moment but you said you were looking into lighting so I can maybe get your brain thinking about a few things. Firstly, figuring out your composition would help you have a better understanding for what you want your audience to see - your focal point. Once you've done that, your lighting should then enhance vision, and draw our eyes about the scene appropriately.
Because this is a futuristic church, is there going to be practical lighting sources (lamps, runners, overheads, etc)? OR...are you going to rely on natural light coming through the windows? I'd narrow down what you want to be your predominant source and really stick to it.
In the shots above, it looks like you have natural light feeding in from some windows. These windows are very small to have such significant bounced lighting throughout the space. If you want more convincing lighting in the scene (and probably a more appealing model) I'd make the windows much larger.
As far as the bounce I might only go with one bounce - your right windowed wall should be pretty dark minus the lit up stained glass, and the scattering of light should be strongest on your floor and onto the left wall. That visual contrast will add appeal to your scene, where your values won't be as flat as they currently are. Having too much bounced and ambient light will really dry out the scene.
Also - don't let GI do everything for you. You can place small accent/fill lights about to activate some of your surfaces to exaggerate and punch of some of your materials.
This was a pretty broad assessment, but there's not much going on to really break down just yet. Again, I would think about what you want the audience to look at and really go for it. Right now, everything is awash with the same value and the flatness isn't as appealing as something with more contrast.
Hope that helps some,
~Jon
i dont know what accent/fill lights are so i put point lights for now.
some weird lightmap issues on the flor and pews that i dont understand, hopefully i can fix them at uni tomorrow.