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JANUARY 2013 New Users Contest WIP Thread
Posted: 17 January 2013 09:29 PM   [ Ignore ]   [ # 76 ]
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Alright, here's my first updated draft.
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Posted: 17 January 2013 10:25 PM   [ Ignore ]   [ # 77 ]
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ZamuelNow - 17 January 2013 09:29 PM
Alright, here's my first updated draft.


I would focus the light on the fist (IMO). Leave the settings unchanged; but aim the spotlight on the fist.
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Posted: 17 January 2013 10:51 PM   [ Ignore ]   [ # 78 ]
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ZamuelNow - 17 January 2013 09:29 PM
Alright, here's my first updated draft.
I like, I like very much. I do agree that the focus should be the fist though.
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Posted: 18 January 2013 07:40 PM   [ Ignore ]   [ # 79 ]
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sasje
yes the light on her face is high for this the next thing im am going to work on is getting the is getting the light and shadows, in the right place and, im just started working with ray trace as the shadow type and for the illumination in specular only, the hart part is knowing how intense the light and the shadow should be, but I find myself looking at it so hard that I have to stop and let it go for a day, then take a new look at it the next day

ill get there someday

thanks for the advice
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Posted: 19 January 2013 03:42 AM   [ Ignore ]   [ # 80 ]
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Dune411412 and ZamuelNow: both of your images are much improved and looking very good! I think. ZamuelNow, maybe try two dim spotlights: one as is, and one pointed at the fist? I think your setting needs some more stuff in it, but I guess you want to focus on the character and lighting first.

Here are a couple of my WIPs. For the unlit one, I was focusing on composition and expression. The lit one is more recent. The lights aren't Uber, and don't have any shadows turned on yet. I'm just trying to figure out color, intensity, and placement. I've never really done renders with entirely custom lighting...typically I rely (at least to an extent) on lighting presets. I think I've developed a decent understanding of what works and what doesn't, and now I'm trying to apply that knowledge towards lighting scenes on my own.

This one uses a spotlight (yellow) as a key light, and a distant light (blue) as a rim light. I'll experiment with 3-point and 7-point versions, and ultimately I'd love to do some volumetric lighting, which I've never tried before.
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Posted: 19 January 2013 07:48 AM   [ Ignore ]   [ # 81 ]
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dune411412 - 18 January 2013 07:40 PM
sasje
yes the light on her face is high for this the next thing im am going to work on is getting the is getting the light and shadows, in the right place and, im just started working with ray trace as the shadow type and for the illumination in specular only, the hart part is knowing how intense the light and the shadow should be, but I find myself looking at it so hard that I have to stop and let it go for a day, then take a new look at it the next day

ill get there someday

thanks for the advice

You’re welcome.
You do great. grin
The light is a hard thing to do, only what I can say is play around with the settings, directions and colors.
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Posted: 19 January 2013 08:02 PM   [ Ignore ]   [ # 82 ]
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My first attempt at three-point lighting from scratch. Technically it's four lights--one distant and three spotlights--but two of the spots have the same position and rotation (different colors, intensity, and spread angle). The lighting itself looks decent I think, but something odd is going on with the chainmail shader I applied to the MFD (Morphing Fantasy Dress). Could it be a shadow?

The other odd thing is that when I turned the distant light's shadows on, the light seemed to disappear from the render entirely (but not the preview pane). So I turned them off again.

Thinking about taking another look at Szark's tutorial thread and adding an UberArea light...
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Posted: 20 January 2013 08:32 AM   [ Ignore ]   [ # 83 ]
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It looks really good Scott. Yes I would add an Uber light. You'll get better results.
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Posted: 20 January 2013 09:34 AM   [ Ignore ]   [ # 84 ]
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Second draft. Had some difficulties here and there so I made some adjustments.
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Posted: 20 January 2013 09:42 AM   [ Ignore ]   [ # 85 ]
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Its a little dark to me. It could be my monitor though. How many lights do you have in the scene? I thought the first you you posted looked really good. You had just enough light to light the body but it wasn't over powering.
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Posted: 20 January 2013 09:57 AM   [ Ignore ]   [ # 86 ]
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ZamuelNow - 20 January 2013 09:34 AM
Second draft. Had some difficulties here and there so I made some adjustments.
I like this better but I'm with Frank. I would add one low Ambient fill light without shadows. A distant light pops to mind.

EDIT: If you have a Fill light in it now Just amp it up a tad and then Amp up the Spot as well.
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Posted: 20 January 2013 10:00 AM   [ Ignore ]   [ # 87 ]
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And if you do that turn the shadows off the light you have casting the shadows now or you'll have conflicting shadows.
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Posted: 20 January 2013 10:05 AM   [ Ignore ]   [ # 88 ]
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Frank0314 - 20 January 2013 10:00 AM
And if you do that turn the shadows off the light you have casting the shadows now or you'll have conflicting shadows.
I was thinking only one Light needed Shadows on, the Spot would be my pick.
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Posted: 20 January 2013 10:31 AM   [ Ignore ]   [ # 89 ]
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Scott-Livingston - 19 January 2013 03:42 AM


This one uses a spotlight (yellow) as a key light, and a distant light (blue) as a rim light. I'll experiment with 3-point and 7-point versions, and ultimately I'd love to do some volumetric lighting, which I've never tried before.


How do you do volumetric lighting in Studio? I love it in Bryce, and was just working on something the other day that would greatly benefit from volumetric lighting. I couldn't get everything from Studio into Bryce without a major crash, though, so I gave up.
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Posted: 20 January 2013 10:34 AM   [ Ignore ]   [ # 90 ]
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ZamuelNow - 20 January 2013 09:34 AM
Second draft. Had some difficulties here and there so I made some adjustments.


I confess, I liked the last version a little better. This one the light looks too bright to my eyes. I do like the overall image a lot, though. Nice and powerful.
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