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lighting art test

Hello everyone,

I am working on a lighting art test for a game studio and am looking to get feedback. There are 2 rules:

1. Can't use any render engine indirect illumination such as global illumination.
2. Can't change the materials which are flat grey.

Link to the image is below. Please let me know how I can improve!

https://picasaweb.google.com/hermeneus21/December16201203#5822818301155650338

Replies

  • daufoi
    I uploaded a low res version of the image to make it easier. Any feedback would be appreciated.
  • St.Sabath
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    St.Sabath polycounter lvl 11
    Ok ,so you have a solid base here.

    You have a moonlight coming in from the left ,wich creates some nice lighting to break up the scene,and large surfaces.Now go in and create some pools of light to create some light/dark areas.
    For instance,the doors at the end seem like they are entrance/exit doors.have some spill lighting coming through there,so theres a focal point at the end of the hallway.
    The doors on the side are most likely offices of any kind,they would produce a different tonal range of light,depending on the lightfixtures in the actual room,but they would spill some light into the hallway through these windows above those doors,maybe have the first door on the left seem open,so a sharp lightcast would come into the hallway,maybe use lightmasks to achieve silhouettes.

    Good start,save often,compare scenes with previous versions so you can pinpoint the moment where you might go overboard.

    Keep em coming!
  • daufoi
    Thanks for your feedback . Here's my latest progress. Haven't gotten to the door in the back yet. The preliminary bits that I tried so far makes it look like it's day time outside. If you can, would like to hear another round of feedback. Also, sorry about the crunchy shadows and low resolution. Didn't have time for a full render. The second image is very, very preliminary test I was trying. If I'm not heading in the right direction I might switch over to something more monochromatic.

    glow.jpg


    test.jpeg
  • St.Sabath
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    St.Sabath polycounter lvl 11
    rel="Lightbox"?attachmentid=7668&thumb=1&d=1355828432" class="thumbnail" border="0" alt="Click image for larger version Name: glow.jpg Views: 8 Size: 215.0 KB ID: 7668" style="margin: 2px" />


    This direction is kinda what i meant.

    Next step would be to set up all your lightsources in the hallway to a point where you can get the feeling across,like you did with the door on the right side.

    The ceiling lights should all be emmittig light,very soft,but enough to eliminating blacks in the scene,dark grey is fine,but never go black.you can control that by using these ceiling lights.

    You could treat those back doors as milk glassed ones,and have a faint diffuse light spill into the hallway,whilst the doors windows are set to a faint emissive,while you keep the other lightsources a bit sharper.
    The door on the right is exactly what i meant for the overall gist of these doors.using coloured light definatly is the way to go,youll find out lateron wich colours work best,but working with colours let you distinct the problem areas more easy!

    For the left ones be sure to use a similar setup and do not use the same light u used as the sun/moon!
    Make these left entrances feel like theres rooms behind them (like you did on the right side),instead of entrances that are going to the outside of the building(if theres no geometry there,use lightblockers or add simple geo).

    Get these lightgroups setup first,then proceed with detailing,raybouncesettings/masking etc etc.
  • shotgun
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    shotgun polycounter lvl 20
    I would suggest dimming all the mid-way lights down and keeping only the near-most (green) and far-most (on the left) door-lights strong

    Also, consider hiding or semi-hiding the near-most (green) lightsource from the camera
  • daufoi
    Here's where I'm at with this. I know the right hand side needs more bounce light but I like the neo-noir look it's taking. I can make one more round of tweaks before having to send it off. Let me know what you guys think.
  • Jet_Pilot
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    Jet_Pilot polycounter lvl 10
    I would suggest changing the overhead florescent light color more green, and the light from the door ways yellow/orange.

    Right now you have some some even lighting through out your scene, good for a multiplayer map, but its not very interesting. I would suggest killing a few of the door way lights, and cracking open a door and have some light spilling out into the hallway. That way you'll get some cool shadows and it will draw you to that area.

    Another thing I like to do with mini scenes like this is to try and tell a story or set up a scenario. Like maybe your in a bank, and its being robbed, and there are cop cars outside with their lights going. Then re-create that feel.

    Good luck!
  • daufoi
    If anyone is interested, here is the final image which I submitted. Thank you to everyone who provided feedback. Any last suggestions would be welcome :)
  • St.Sabath
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    St.Sabath polycounter lvl 11
    I see you used only white lights?
    This scene could be so much improved by giving the used lights colours.
  • Jet_Pilot
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    Jet_Pilot polycounter lvl 10
  • daufoi
    I used colored lights. Maybe the ones in the center are a little too close to white?
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