Lighting attempt

I watched a lot of lighting tutorials, but still I feel like I don’t know what I’m doing. I’m trying to think about what would look nice and dramatic and not be too concerned with what’s physically accurate. I have some fog in the scene, which I rendered with Maya software because it takes no time and Mental ray seems a bit cranky when it comes to shadows. I might change the angle of the fog, though to match the light better.There’s some sprite dust particles floating around up in there. Right now I’ve removed all the materials and applied a plain, grey mia_material so I can test render and not have to wait a month to see the result. The character is now in what I call “sausage legs mode” because Ludvig is doing some skirt simulations. The lantern is too bright so I’ma turn it down some. For this render I had preview quality but Final gather turned on. I’m hoping to do something more interesting with the colors. If anyone have some tips concerning lighting, please feel free to enlighten me.

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1 thought on “Lighting attempt

  1. I’m sure there’s lots of lighting theories, and I don’t know any of them. What I do think, though, is that the line of pillars in the background is a bit… well, I’d continue them, bending ’em in a circle to follow the dome. Or otherwise add more lines of pillars pointing to the character; to me, they just feel a bit lonely, hanging there. Should be pretty easy to fill out the picture a bit. I’d try chuck in some lighting to frame the death-character with the two big pillars, too.
    http://dl.dropbox.com/u/14467358/pillars.jpg suits my own tastes.

    In general, trying to emphasize the relevant lines in the composition never hurts, and separating the relevant pieces in the scene from the rest with rimlights or whatnot. It being a pretty long shot, though, I figure one can get away with pretty dark/”complex” lighting.

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