its got no apparent light source but it has light shafts which suggest a strong light coming from somewhere. Anyway, the image is too dark and muddy. You can keep it low key but there needs to be more light somewhere to make it interesting. As it stands right now it just looks underexposed.
Thanks for the feedback! Really appreciated! Latest updates: Sentinel baked down and implemented into the level. Spent a few hours getting Swarm set up on my laptop, so I now have a little 2 machine render farm. Lighting builds go significantly faster! Initial lighting pass done. A little closer to what I envisioned, at…
Yes, I realize that. I'm painting a new (blue) sky that will match with the light source, most definitely. The shadows are something I've been fighting with, especially where they overlap each other and look like two different shadows... >:P! I honestly don't know if its because I didn't break the shadow connections on…
I have a scene for an animation I'm working on where I have several planes with an opacity map on them going behind an omni light with a volume light effect on it. The problem is that the volumeness is somehow causing the entire plane to show. Even if the plane's material is completely transparent I can still see the…
Hey folks. I find myself with somewhat of a dilemma. I've been roped into making some high res rendered promo material for the studio next week, primarily working on lighting and materials for Mental Ray. Now being more or less exclusively a modeller and game res texture artist, I've kinda got 3 days get at least a working…
Hey, yes it one would have to revert to the previous shadow map method for the light parameters to work, as they don't seem to be implemented with VSM (hopefully will in the future, considering it's still in beta). But the previous version doesn't work with nanite meshes. There might be are other solutions, but I don't…
Hi Guys, I'm really keen to get some feedback and pointers on a self initiated course I'm taking. I really want to improve my understand of colour and light, hopefully this is a place that can help me grow! I had to apply a White Key Light and slight blue Fill Light to this set up below. It looks OK but I know there's…
I don't think I have enough info to know exactly what is wrong. I'm not exactly sure what the end result should look like so that makes things a little more difficult. That looks like a "Photometric Free Light" to me, which is different than a "standard" omni light. You might want to change the light to a standard light…
Best way to present Character work would be the traditional 3-point lighting technique. Although not that realistic, it shows of the form and highlights the character from the background, focusing the viewers eye straight to the focal point - your character. Basically you have a Key light that sets the general direction of…
Nice one pior, I love it, thank you :3 Have you changed this one as well? This way the behavior is consistent when shift selecting from the second vertex forward in Edit Mode. Also I swear I gave a fair try to the default controls, but they where driving me crazy... xD I was feeling paralyzed using those. I haven't changed…