Thanks for the feedback Crimson, you are right i think I should brighten up my props a bit and dim the floor, they mainly got dark because I was trying to rely on my dominant light mostly for the lighting, and of course as the props are under the roof they got a bit dark. Ill have to throw around some point lights to have…
This is awesome, and the general modeling/texturing/set dressing work looks really good. Only thoughts are on the lighting; I have to agree with the general comments. If you're going for a Gone Home, horror look, I think there's just too much fill light from the sky to start. The house lights are in this weird purgatory…
I just wanted to know so I could help a bit with lighting :) The concept appears to have quite blown-out sunlight coming in from outside, which is illuminating the inside using radiosity / bounce-light. It's also creating some harsh dark patches, as if the eye hasn't quite adjusted to the dim indoors. To replicate this,…
Hey lebaje. I freaking love Supernatural. I like your last batch of screens. It's looking pretty interesting. I think the main thing that's bothering me in most of your images is the lighting. You seem to just have white and gray lights and that's pretty boring. Most of the environments are brown and gray so I think having…
Turn off the matcap first. Then, you should probably change the default Blender OpenGL lighting setup (In user preferences). It uses a tri-light setup with some weird color presets which makes stuff look low-contrast and bland. Make it a single light set-up with a neutral grey diffuse color of about 0.6 and a specular…
Your light color looks like it reads: Blue: 45 Green: 200 Red: 255 When I punch those numbers in photoshop, I get this really sickly green color. And the color I get when I invert it is blue. My thought is your default light isn't white. If it was your light color values would all be the same number and around 255. Other…
The method of Halfway to Black is more a principle of how much light will bounce off of a local color. Less contrast in darker local color. In my opinion it is somewhat of an oversimplification. A fine process to get a baseline rendering, but doesn't account for material properties, bounced light, etc. That said, simple is…
Hey man this is looking really awesome! I was writing up some things to try to help with the lighting, but it was easier to just do a paintover, hopefully this helps. I think the biggest thing for the me is the composition and lack of a strong key light. My eye keeps wanting to go the strong hot highlight on the handles,…
Just to touch on a specific point here a bit. Not responding specifically to your comment, it just reminded me. Generally if you can do it, its best to create your assets with a neutral lighting environment, something without a whole lot of color, but still representational of your game engine. Unless of course you know…
That's the really great thing about XNormal, you listen, and put in features like a mad man! I really do love it and its crazy awesome for making normal maps. But I can't use it at work. Just to expand on my max AO work flow (to help you make XNormal more kick ass). - I like to place dominant lights, like if I know an…