Hey, I've got a question about lookdev and lighting. When lookdeving a character, how do you make sure your textures are working in all lighting conditions?
Do you exclusively use hdris for the lookdev testing stage and adjust the textures to make sure they're 'working' with multiple hdris? Or do you use 3point lighting? Just wondering whats best practise to achieving a realistic lighting situation, pretty much like Alexandre Arpentinier's Miles Morales piece below
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But they are all calibrated. Not the crap from the internet.
As a starting point use the one from Pixar.
https://renderman.pixar.com/piper-look-dev
Another quick question if thats ok - I see a lot of Macbeth charts with the chrome and grey balls used in lookdev, I know what the balls do in terms of lighting but whats the benefit of having the Macbeth chart showing, is it for calibration of some sort? But if the hdri isn't calibrated, how will the macbeth chart help? Sorry might be a silly question
If the white ball insnt white but your chars eyes. Something isnt right.
Some goes for the colors on the chart.
There are lightballs and a chart in the scene.
https://renderman.pixar.com/official-swatch
And yes with an xrite you can calibrate HDRIs and footage on set.
https://www.xrite.com/categories/calibration-profiling/colorchecker-targets
If you're making something entirely original then provided you stick to physically legitimate values (assuming you're doing pbr - if not, why would you be dicking around with charts?) you can do whatever you like