@JackBenNimble good work man
Thanks bro!
five characters in clothes with hair in a closed space with a inventory (I would have such noob a video card
)
all is well, the unnatural lighting is not noticeable, noticeable scaling of doors and benches
Hah! I am the n00b, my GTX 1080ti is teh pro XD And I didn't even notice the doors and benches! Hah! Thanks for that, I'll check it out in a bit.
Edit: Sunuvabich! LOL. Now I can't unsee how huge that door and bench is XD Dammit! I need to pay attention to that stuff, they look like fucking smurfs in there XD Well, at least the goblin on elf pronz is a distractor
But thanks for the head's up on that, Lexx... Good eye!
Overall, pretty good. As you have surmised, the lighting is main problem here. This looks like an open roofed building (I suspect it is) in the middle of the day. When possible, you should try to simulate real light sources. So if I was working on this scene, I'd probably try to have one or more visible torches casting light. Then you can have simulated torch lights, with the same hue, camera side and move them around to your liking. You could also use a candle chandelier (either shown or implied) for central lighting which would catch most of these figures. The main trick here is having a flame colored light (somewhere in the yellow/orange range) to be more "authentic" to the scene.
Brother, this is EXACTLY what I was hoping for. Thank you so much for this wonderful feedback and instruction... This sort of thing is SO valuable.
Your suspicions are correct, Sir. I did remove the roof, and in this render, I erroneously used the architectural sampler thing... Not really understanding what it was for at the time. All that did was lengthen render time in this pic. I have recently been trying to mess with tone mapping to simulate a more night-time/dark indoors type of scene. At the time of this render, I was doing okay just getting a scene well-lit. I really would like to get a torch into this/these scenes, but I'm struggling being able to create emitters that actually cast appreciable light; I think an emitter is what I'd use for that? I just can't get them to do more than give a soft glow for like a few inches; i'm flummoxed here.
But maybe I can just make a weaker spotlight or something, set it to sphere, set the temp ranges to like 1800 degrees (I think that's the range for the torch colors as you suggest?).
Back to the drawing board! And seriously, bro, THANK YOU SO MUCH for this level of input!!!
Edit: Here's an (unfortunately non-pronz) example of some of the tone-mapping to simulate darker area lights I'm talking about: