As promised here is part two of the lighting tutorial for Toolbag. This time I'm covering common lighting setups for portrait/character lighting, filled with animated GIFs and awesome art content from polycount's very own Tim spacemonkey Appleby.
Thanks for this and future tutorials, have to check this out when I have the time, thanks I skimmed through it and it seems very informative can't wait for the shader write up! Still love that sagat model.
So, other than the skin shader, what else would you guys like to see? Maybe something on glass/eyes with the ComplexRefraction shader? Something else entirely? Let me know!
PS: Tim: You're a gentleman and a scholar, thanks again for letting us use your model.
One thing you might want to add to this is the definition of broad vs narrow lighting for faces, and why/when you would use each type.
Narrow is left, Broad is right.
Best single image I found quickly. When lighting a face with a light at a 45 degree angle, the front of the face and one side will bit lit, and the opposite side will be in shadow. In broad lighting, the camera can see both the lit front and lit side. In narrow lighting, the camera can see the lit front, and shadow side of the face.
In my opinion, with real time rendering shadows being so limited, narrow lighting is best for showing of facial features. Broad lighting is very flat without completely realistic shadow and light interaction, or extremely fine control of your lighting beyond just intensity and falloff.
Sorry to resurrect an old thread, but I don't suppose you still have these tutorials, @EarthQuake? They don't appear to be on the Marmoset website any more? And I can't find them via a Google search. Thanks.
Replies
Looking forward to the next one!
- BoBo
xxx
So, other than the skin shader, what else would you guys like to see? Maybe something on glass/eyes with the ComplexRefraction shader? Something else entirely? Let me know!
PS: Tim: You're a gentleman and a scholar, thanks again for letting us use your model.
Narrow is left, Broad is right.
Best single image I found quickly. When lighting a face with a light at a 45 degree angle, the front of the face and one side will bit lit, and the opposite side will be in shadow. In broad lighting, the camera can see both the lit front and lit side. In narrow lighting, the camera can see the lit front, and shadow side of the face.
In my opinion, with real time rendering shadows being so limited, narrow lighting is best for showing of facial features. Broad lighting is very flat without completely realistic shadow and light interaction, or extremely fine control of your lighting beyond just intensity and falloff.
I suspect the old tutorials use outdated workflows, so they were probably just not worth the effort of updating.