- Mar 14, 2020
- 7
- 32
amazing - congrats to premier
those emerald eyes and the freckles - awesome
Hows the project going?Some Full Metal Alchemist stuff i'm trying to do, Work in progress.. View attachment 167234
Here's Lust from FMA View attachment 167235
I would first make sure your camera headlight is not on.Can anyone provide some tips on how to light my character in this interior scene? Currently the ONLY light I'm using is a horizontal ghost light along the ceiling, which I've found provides decent ambient lighting. However, as you can see, the character is too dark. I tried using the 3-point light technique (again with ghost lights) but I found no matter how much tweaking I did, things just did not look good and there were still many dark patches on my character. I'm not too concerned with it looking "realistic" per se, I just want the character to really pop and stand out. Any advice is greatly appreciated!
View attachment 668246
Thanks for the response, I'll try doing it the way you described. I did find a solution that I think looks pretty good usingI would first make sure your camera headlight is not on.
Try removing the ghost light. and hiding the ceiling.
Make sure the render settings show 'scene only' (under environment).
Create a spotlight, change its area to a rectangle, and set it to height 100 width 100. Position this above the character pointing at the top of the head (this will simulate a ceiling light)and increase the Luminous by a couple of zeros (you can fiddle with this later. Fiddle with the height as you wish.
Create a copy of this spotlight and position it behind your camera, reduce the luminous to half of the first( this creates a fill light). You can parent this to the camera so it moves with the camera if needed.
This is just a starting point, adjust the settings until you find what works for you.
These are just a few thoughts. Experiment and find what works for you.
Good luck,
SM
Test image showing the above settings.
View attachment 668275
I hope you like it but if it is not your style no worries, my general rule of thumb is to consider where the light could be coming from and then try to simulate it. There is no hard and fast solution, how you set up your lighting is very much dependent on the scene.Thanks for the response, I'll try doing it the way you described. I did find a solution that I think looks pretty good usingYou must be registered to see the linksand placing them all around the character where the skin is viewable. There are a few minor issues I have still (such as dark areas on shoulders) but it could probably be solved with more probe lights. I'll do your method too and see what works best View attachment 668290