Hi, my first post:)
I am wondering what is involved in being a lighting artist? I see this job sometime and wonder if you must be very qualified. It's more like in the category of a layout artist where not much specialization/experience is necessary?
Thank you very much for any replies!!!:)
Replies
I guess esspecially when it comes to rendering (film, stills) a good fundametal expierence and knowledge about different lighting models (spot, directional, omni,square,...) is essential because it often can reduce dramaticly the rendering time- very vital when rendering animation. Often these days people push everything through Indirect illumination rendering methods causing lots of unpredictable render times even though there are still lots of ways reaching something similar but a lot faster.
Other skills like finding out which light causes which shadow- fixing unwanted and adjusting existing shadows/ highlights would be propably a good one.
If you want a very good resource I can recomend (though non realtime render orientated)
http://www.3drender.com/light/index.html
I have the first issue and it has lots of great concepts I wasn' t aware of before- I assume that the 2nd edition fills in the holes regarding FG, GI, AO,...
http://www.thegnomonworkshop.com/dvds/jvi01.html
I would start by making a few greyscale scenes and then lighting them in different ways, either by copying film, photos, or paintings to get good at dissecting the lighting of a scene and then re-creating it in 3d.
also get used to using realtime lights in some game engines and get used to the limitations of differing lighting types, baked, forward, backward and deffered lighting all have there limitaions and plus points.
I've heard of lots of places offering junior roles for lighting artists but I've never pursued this avenue, but I imagine it wouldn't be terribly difficult to get into. You probably have to have a very good eye for detail and design though.
I have been involved in hiring lighting artists in the past and from my experience you don't really need much more than a good portfolio of images. Images demonstrating your understanding and artistic ability, with some good knowledge of a 3d package or two.
An eye for how real life lighting works, and how CG lightng works is important. You can use Photographs in your portfolio too.
Wafer, do lighting artists generally work by some predetermined guides or is it very general? Like we want this area to have this type of mood, etc.
Thanks.
http://www.moddb.com/tutorials/lighting-in-game-environments-the-hows-and-whys
Also, "Painting with Light" by the cinematographer John Alton is a classic study of lighting, a must-read for any lighting artist.
On further thought, I want to make a simple map with already made textures for lighting practice. I want to use Max for this but use textures from Half Life 2. I have the Hammer editor, but I can't find the .vtf files on my hard drive that are used in the material library in Hammer. I have searched everywhere on the internet for the answer on where to find them but no luck, so I'm hoping someone here has some clue.
Any help would be great!
Best.
But if you're dead set on using another persons hard work, make sure you give them proper credit.
The VMT's and VTF's are packed away in .gcf files. You can use a free program called GCFScape to browse and extract files from within the .gcf files. It's also handy because some textures are packed away further, inside of bsp files which GCFScape also browses.
http://www.cybergooch.com/tutorials/pages/lighting_rfom1.htm
http://img352.imageshack.us/my.php?image=hallwaymn7.jpg
http://img73.imageshack.us/my.php?image=hallway2wa5.jpg
that just plain lights in a plain room, maybe start researching something more basic,- like:
http://images.google.com/images?um=1&hl=en&safe=off&client=opera&rls=en&q=color+theory+portrait&btnG=Search+Images
read some articles about color theory,- how its applied and what different types there are (and there are alot +10)
http://malcolm341.com/franklingallery.htm
http://www.marc-antoine.ca/
http://www.geomerics.com/enlighten-media.htm
http://img521.imageshack.us/my.php?image=hallway23wi4.jpg
I was wondering, in games lighting, for light maps do they use point based lights to get bounce effects or is radiosity/skylight typical?
*edit* concerning indoor lighting. *edit*
Lighting can also be more than just placing lights in a room, we were responsible for setting all lightmap resolutions to optimize for memory/looks, tweaking properties of shaders for the bounces, working out workflow and pipelines with the programmers etc. Not to mention all the limitations and artifacts that comes with using Lightmaps. DXT compression is not your friend.
Working out render settings to get the most out of the render times versus the quality of the lightmaps is also something you might have to deal with. In the end I think we spent more time fiddling with the technical stuff than placing lights.
It's however very rewarding work , as what you do shapes the look of the game in a very big way.
but i use Global illumination to acheive good results.
http://en.wikipedia.org/wiki/Global_illumination