February, 2016 New User 3D Art Contest “Lighting” (WIP Thread)

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Comments

  • I had a idea last night so here is the second entry idea; Night in the forest

     

     

    This is a good start lucasdestoop.  You have some nice godrays in there.  The rim lighting is very effective but I am a little confused by the red highlights.  Do you have a red light or did the lights do this on their own?

     

    I tried to draw attention to the figure, but you're right it is wrong attention. This one is with one light and one spot and 2 Ambient lights. I changed the rays but they where better before.

    And a material to the face

     

     

    nightintheforest4.jpg
    1920 x 1080 - 956K
  • I had a idea last night so here is the second entry idea; Night in the forest

     

     

    This is a good start lucasdestoop.  You have some nice godrays in there.  The rim lighting is very effective but I am a little confused by the red highlights.  Do you have a red light or did the lights do this on their own?

     

    I tried to draw attention to the figure, but you're right it is wrong attention. This one is with one light and one spot and 2 Ambient lights. I changed the rays but they where better before.

    And a material to the face

     

     

    lucasdestoop try a focused spotlight on the face; create a spotlight and adjust the spread angle setting and adjust the intensity as needed.  

  • rufuslong said:

    Here is a revision to one of them.  I appreciate all the feedback; I'm still new at this so I need all I can get.  Oh, and I have thick skin; so be honest.  wink

    I like this version, the stronger backlight brings the viewers focus to the character.

    Finally finished this one and quite happy with it.

    Thanks rufuslong, I think your render is awesome!

    You're welcome and thanks in return.

  • TabascoJackTabascoJack Posts: 865
    edited February 2016

     

     

     

     

    Jack, I really like the idea and the work you have so far.  Here's the thing, for me, we have no evidence of a second (or more) actors in this other your explanation. I was trying to think of how you might make it more apparent that the main actor is reacting to someone else...and well, the best idea I came up with was maybe make the viewer the second actor.. ie, have the POV of the image be from the person who has interrupted yoour hacker, so she is looking at and pointing the gun at the camera, at the audience.  It was just a thought.

     

    Thanks for the suggestion, evilded.  I struggled with that as well.  The time honored, cliched approach is the threatening shadow on the wall (which I used in last month's contest), but that doesn't really fit well with this scene.   I like your idea of changing the POV; I hadn't thought of that.   I'll have to see what the camera angles look like.

     

    Got busy for a while and wasn't able to work on my render until the past few days.

    I moved the camera around (and added an image to the screen so there was something other than a glowing plane) and ended up with the following.  While I think it helps tell the story more, I also feel that it strays farther from the intent of the challenge.  I don't think there's much that the lighting does to enhance the story.  

    Gonna go back the (figurative) drawing board.

     

     

    Discovered 2.jpg
    1024 x 576 - 318K
    Post edited by TabascoJack on
  • SaphirewildSaphirewild Posts: 6,669

     

     

     

     

    Jack, I really like the idea and the work you have so far.  Here's the thing, for me, we have no evidence of a second (or more) actors in this other your explanation. I was trying to think of how you might make it more apparent that the main actor is reacting to someone else...and well, the best idea I came up with was maybe make the viewer the second actor.. ie, have the POV of the image be from the person who has interrupted yoour hacker, so she is looking at and pointing the gun at the camera, at the audience.  It was just a thought.

     

    Thanks for the suggestion, evilded.  I struggled with that as well.  The time honored, cliched approach is the threatening shadow on the wall (which I used in last month's contest), but that doesn't really fit well with this scene.   I like your idea of changing the POV; I hadn't thought of that.   I'll have to see what the camera angles look like.

     

    Got busy for a while and wasn't able to work on my render until the past few days.

    I moved the camera around (and added an image to the screen so there was something other than a glowing plane) and ended up with the following.  While I think it helps tell the story more, I also feel that it strays farther from the intent of the challenge.  I don't think there's much that the lighting does to enhance the story.  

    Gonna go back the (figurative) drawing board.

     

     

    Wow nice render Jack,  the only thing I would change would be what is on the screen maybe to help tell the story maybe a top secret page on another Chactor and maybe turn down the intence light in her face just slightly. Maybe even have her holding a disc in her hand that is free might help it tie into the story as well. Just some suggestions :D

  • SaphirewildSaphirewild Posts: 6,669

    I had a idea last night so here is the second entry idea; Night in the forest

     

     

    This is a good start lucasdestoop.  You have some nice godrays in there.  The rim lighting is very effective but I am a little confused by the red highlights.  Do you have a red light or did the lights do this on their own?

     

    I tried to draw attention to the figure, but you're right it is wrong attention. This one is with one light and one spot and 2 Ambient lights. I changed the rays but they where better before.

    And a material to the face

     

     

    May I say Lucas that is 1 hell of a zombie clown!!!!! This render is so much better for the lighting, you can make things out so much better now.

  • OSArt said:

    Red Hair

    Daz Studio 4.9, Iray, Photoshop

    Wow...awesome...I like, you rock ;)

  • dracorndracorn Posts: 2,345
    Siotrad said:
    dracorn said:

    The captain must not have pipe ???
    And can see the work post of the flame of the lantern ... which is not visible to me.

    Otherwise it was clearly in the right direction;)

    Nope, no pipe for the Captain.  I have the Morphable Meerschaum pipe, but no place to put it.  Just a moment before this scene takes place, the Captain was rubbing his chin as he was thinking. 

    Yes, flame isn't really visible in this render, so I was going to enhance it in post work. 

    I am currently in the process of redoing the lighting.  I moved the moonlight to be almost directly port of the boat, then added a spotlight shining in that same direction to enhance the backlighting, and the light ends before it touches the boat.  I didn't want too much light coming in on the boat itself, had the moonlight, UE2 and the lantern. 

    This time the post work will have the moon closer to the middle of the render, with the reflection coming towards the view (like it does in real life, duh). 

  • dracorndracorn Posts: 2,345

    I had a idea last night so here is the second entry idea; Night in the forest

     

     

    This is a good start lucasdestoop.  You have some nice godrays in there.  The rim lighting is very effective but I am a little confused by the red highlights.  Do you have a red light or did the lights do this on their own?

     

    I tried to draw attention to the figure, but you're right it is wrong attention. This one is with one light and one spot and 2 Ambient lights. I changed the rays but they where better before.

    And a material to the face

     

     

    May I say Lucas that is 1 hell of a zombie clown!!!!! This render is so much better for the lighting, you can make things out so much better now.

    Yeeoow!  This guy really gives me the creeps!

    Yes, much better lighting... and YUCK (in a good way), what a great zombie! 

    There is some stray light which is making the teeth inside his mouth glow.  Perhaps changing the angle of your key light should fix it.  I had to mess around with lights (which is what I'm doing as I write this) to get mine to look the way I want. 

    Are your lights all white?  Some color would add depth.  Make one of your ambients brown - this should add an earthy tone.  Your godray light can be cold and unfriendly, sort of a very pale aqua.  Not just the light, but maybe the godrays themselves.  This isn't natural light that's coming in; nothing that we victims would want to run towards.  Experiment with the color of your other ambient light: warm or cool. 

    Maybe an accent light of creepy green on the right side - Hollywood does all sorts of stuff like that. 

     

  • h_habashh_habash Posts: 230
    edited February 2016

    I'm still can't find a title for this scene, here is the latest one.

    I've finally found the proper umbrella laugh

    Morphing Chair 2 - Pose 8.jpg
    755 x 672 - 327K
    Post edited by h_habash on
  • SaphirewildSaphirewild Posts: 6,669
    h_habash said:

    I'm still can't find a title for this scene, here is the latest one.

    I've finally found the proper umbrella laugh

    Well well well this is sure comming right along so much more natural looking makes me want to side in beside her and enjoy the heat (So much better then the winter temps here) as for the title well Habash you is on your own on that as is everyone who renders laughwink

  • dracorndracorn Posts: 2,345
    h_habash said:

    I'm still can't find a title for this scene, here is the latest one.

    I've finally found the proper umbrella laugh

    Ha ha!  She's on the beach and she's gotta have her cell phone!  Great personality with just one prop.  I like the foot pose - nice and elegant. 

    There seems to be a distortion with her right thumb.  Fingers can sometimes distort when you want them to move a certain direction.  Instead of fighting to make her hand flat, bring the thumb down and in towards her palm slightly.  If it collides with her body, then twist the upper arm a little. 

     

  • dracorndracorn Posts: 2,345
    edited February 2016
    dracorn said:

    I had a idea last night so here is the second entry idea; Night in the forest

     

     

    This is a good start lucasdestoop.  You have some nice godrays in there.  The rim lighting is very effective but I am a little confused by the red highlights.  Do you have a red light or did the lights do this on their own?

     

    I tried to draw attention to the figure, but you're right it is wrong attention. This one is with one light and one spot and 2 Ambient lights. I changed the rays but they where better before.

    And a material to the face

     

     

    May I say Lucas that is 1 hell of a zombie clown!!!!! This render is so much better for the lighting, you can make things out so much better now.

    Yeeoow!  This guy really gives me the creeps!

    Yes, much better lighting... and YUCK (in a good way), what a great zombie! 

    There is some stray light which is making the teeth inside his mouth glow.  Perhaps changing the angle of your key light should fix it.  I had to mess around with lights (which is what I'm doing as I write this) to get mine to look the way I want. 

    Are your lights all white?  Some color would add depth.  Make one of your ambients brown - this should add an earthy tone.  Your godray light can be cold and unfriendly, sort of a very pale aqua.  Not just the light, but maybe the godrays themselves.  This isn't natural light that's coming in; nothing that we victims would want to run towards.  Experiment with the color of your other ambient light: warm or cool. 

    Maybe an accent light of creepy green on the right side - Hollywood does all sorts of stuff like that. 

     

    lucasdestoop:

    I showed Mr. Creepy to my husband.  We aren't sure what's happening with his body behind the trunk, because it seems that either the trunk is very large or the zombie is in a hole.  He has this suggestion for your pose.

    Bring his whole body higher, as though he is in the process of climbing over the trunk.  Place the weight on his left hand firmly on the tree trunk and lift his left shoulder higher than the right.  If it is possible to show a foot or a knee that will add to the action.  This means that most of his body is above the trunk rather than behind it. 

    That "I'm almost over the tree and coming after you" look will send everybody screaming for cover.

    Post edited by dracorn on
  • h_habashh_habash Posts: 230
    dracorn said:
    h_habash said:

    I'm still can't find a title for this scene, here is the latest one.

    I've finally found the proper umbrella laugh

    Ha ha!  She's on the beach and she's gotta have her cell phone!  Great personality with just one prop.  I like the foot pose - nice and elegant. 

    There seems to be a distortion with her right thumb.  Fingers can sometimes distort when you want them to move a certain direction.  Instead of fighting to make her hand flat, bring the thumb down and in towards her palm slightly.  If it collides with her body, then twist the upper arm a little. 

     

    Yes, you're right, I was struggling with her thumb, maybe if I cut it it'd be less strouggle (just kidding laugh), any way I'm still working on this scene, appreciate your instructioin and pose direction yesyes

  • h_habashh_habash Posts: 230
    h_habash said:

    I'm still can't find a title for this scene, here is the latest one.

    I've finally found the proper umbrella laugh

    Well well well this is sure comming right along so much more natural looking makes me want to side in beside her and enjoy the heat (So much better then the winter temps here) as for the title well Habash you is on your own on that as is everyone who renders laughwink

    Thanks, I'm sure I'll find something for the title soon before closing the contest enlightened

  • LlynaraLlynara Posts: 4,770
    edited February 2016

    Here's my WIP, and it's still very rough, but having a lot of fun with it. And coming up with a name is going to be a blast.

    Yes, lighting needs tweaking. I want more ambient light coming through the window, which it has in the preview but not in the render. Not sure why yet. Still playing. God rays coming through the window (once I figure out how to get it open) and shining on the donut would be fun.

    The shabby chic kitchen set was designed for Poser, so I'm still tweaking textures (especially the ceiling). The mutant spider was free on ShareCG but didn't seem to have textures. He's also difficult to manipulate, which led me to use the worm's eye camera angle. I added a grass shader to make him nice and fuzzy. He's just a stunt double though, till I can buy Predatron's Giant Fantasy Spider. Never though I'd need a giant fantasy spider. Go figure!

    The expression on Olympia's face is from this great freebie by QT168. Real Lady Expressions: http://www.daz3d.com/forums/discussion/71720/reallady-expressions-for-g3f#latest

    Edit: Can't get the attachment to show up, so put it in my gallery. Full pic here: 

    http://www.daz3d.com/galleryimage/image/106299/donut-wars7_full.jpg

     

    Post edited by Llynara on
  • h_habashh_habash Posts: 230
    Llynara said:

    Here's my WIP, and it's still very rough, but having a lot of fun with it. And coming up with a name is going to be a blast.

    Yes, lighting needs tweaking. I want more ambient light coming through the window, which it has in the preview but not in the render. Not sure why yet. Still playing. God rays coming through the window (once I figure out how to get it open) and shining on the donut would be fun.

    The shabby chic kitchen set was designed for Poser, so I'm still tweaking textures (especially the ceiling). The mutant spider was free on ShareCG but didn't seem to have textures. He's also difficult to manipulate, which led me to use the worm's eye camera angle. I added a grass shader to make him nice and fuzzy. He's just a stunt double though, till I can buy Predatron's Giant Fantasy Spider. Never though I'd need a giant fantasy spider. Go figure!

    The expression on Olympia's face is from this great freebie by QT168. Real Lady Expressions: http://www.daz3d.com/forums/discussion/71720/reallady-expressions-for-g3f#latest

    Edit: Can't get the attachment to show up, so put it in my gallery. Full pic here: 

    http://www.daz3d.com/galleryimage/image/106299/donut-wars7_full.jpg

     

    Nice work, I suggest you reduce the reflecting floor a little bit and lighten the spider color to show it's shape..

     

  • h_habashh_habash Posts: 230
    edited February 2016

    I've finally figured out a title for my scene, inspired by my memories when I used to go with my friends to the beach and settle in our "Perfect Beach Spot", here's the last render, I was about to add more beach props such as towel and picnic basket, but decided not to do it, I'm sure it'll ruen the scene if I did that. angel

    Any additional suggestion/comment/adjustment is highly appreciated smiley

    February 2016 - My Perfect Beach Spot 1.jpg
    755 x 672 - 327K
    Post edited by h_habash on
  • SaphirewildSaphirewild Posts: 6,669
    h_habash said:

    I've finally figured out a title for my scene, inspired by my memories when I used to go with my friends to the beach and settle in our "Perfect Beach Spot", here's the last render, I was about to add more beach props such as towel and picnic basket, but decided not to do it, I'm sure it'll ruen the scene if I did that. angel

    Any additional suggestion/comment/adjustment is highly appreciated smiley

    I do not think you have to add anything more to this wonderful render it is great already :D

  • h_habashh_habash Posts: 230
    h_habash said:

    I've finally figured out a title for my scene, inspired by my memories when I used to go with my friends to the beach and settle in our "Perfect Beach Spot", here's the last render, I was about to add more beach props such as towel and picnic basket, but decided not to do it, I'm sure it'll ruen the scene if I did that. angel

    Any additional suggestion/comment/adjustment is highly appreciated smiley

    I do not think you have to add anything more to this wonderful render it is great already :D

    Thanks Saphirewild angel

  • Thank you for all the tips, I will work some more on the lights and there color aswell as the pose. 

  • TabascoJackTabascoJack Posts: 865
    edited February 2016

    OK.  Gave up on the previous render for now. 

    Here's a new one:

    Worlds Apart

     

    DS 4.9, Iray

    No postwork

    Lighting Rig:

    HDRI for ambient, external light, with intensity dropped for a dimmer light.

    Some emissive surfaces on the city blocks for environment

    Distant light, slight blue tint to convey a sense of loneliness and distance

    Emissive surfaces on the wall sconces, warmer tint to convey sense of comfort and luxury

    2 spots on the woman, blue tinted, again to convey loneliness and contrast.

     

     

    Worlds Apart.jpg
    1024 x 576 - 437K
    Post edited by TabascoJack on
  • SaphirewildSaphirewild Posts: 6,669
    edited February 2016

    Another WIP Just done today in Daz 4.9 a shower scene :D

    any comments or advice welcomed

    Shower Time.png
    800 x 494 - 447K
    Post edited by Saphirewild on
  • Another WIP Just done today in Daz 4.9 a shower scene :D

    any comments or advice welcomed

    Saphire,

      Good start!  One observation.  It looks like the light is aimed just below his outstretched hand and his head is almost in shadow.  You also might want to try adding a light that comes in from the right at a lesser intensity to help fill in some shadows caused by the main light.

      Also, think about what you're trying to tell us with the picture and try to use the lighting to help convey the message.

  • SaphirewildSaphirewild Posts: 6,669

    Another WIP Just done today in Daz 4.9 a shower scene :D

    any comments or advice welcomed

    Saphire,

      Good start!  One observation.  It looks like the light is aimed just below his outstretched hand and his head is almost in shadow.  You also might want to try adding a light that comes in from the right at a lesser intensity to help fill in some shadows caused by the main light.

      Also, think about what you're trying to tell us with the picture and try to use the lighting to help convey the message.

    Tanks for your comments and advice Jack I shall go to work on them in a bit.

  • h_habashh_habash Posts: 230

    OK.  Gave up on the previous render for now. 

    Here's a new one:

    Worlds Apart

     

    DS 4.9, Iray

    No postwork

    Lighting Rig:

    HDRI for ambient, external light, with intensity dropped for a dimmer light.

    Some emissive surfaces on the city blocks for environment

    Distant light, slight blue tint to convey a sense of loneliness and distance

    Emissive surfaces on the wall sconces, warmer tint to convey sense of comfort and luxury

    2 spots on the woman, blue tinted, again to convey loneliness and contrast.

     

     

    From the first glance, I can say the lights are balanced well, the whole scene is great, but if I may suggest to make the city behind the windows more clear if possible, and also reduce the intensity of the lights coming from outside, as I can tell the scene is at night and the room is at a high level of building.

  • h_habash said:

    I've finally figured out a title for my scene, inspired by my memories when I used to go with my friends to the beach and settle in our "Perfect Beach Spot", here's the last render, I was about to add more beach props such as towel and picnic basket, but decided not to do it, I'm sure it'll ruen the scene if I did that. angel

    Any additional suggestion/comment/adjustment is highly appreciated smiley

    Nice render, you've clearly spent some time on this but may I say her left knee looks a little large, as though maybe the shin dislodged from the knee while posing? :0)
  • Here is my scene so far. I realised I dont have a background through the doors as it was rendering. Also, the cannister she is cutting isn't in its place. I am having trouble getting the light from the torch to do what I want and I would really like the cannisters to have a more MAT look similar to the tanks on the torch cart. There is a lot of helpful info in this thread so I am curious to see what suggestions people have.

     

    SSTest1.png
    1564 x 970 - 2M
  • SaphirewildSaphirewild Posts: 6,669
    h_habash said:

    OK.  Gave up on the previous render for now. 

    Here's a new one:

    Worlds Apart

     

    DS 4.9, Iray

    No postwork

    Lighting Rig:

    HDRI for ambient, external light, with intensity dropped for a dimmer light.

    Some emissive surfaces on the city blocks for environment

    Distant light, slight blue tint to convey a sense of loneliness and distance

    Emissive surfaces on the wall sconces, warmer tint to convey sense of comfort and luxury

    2 spots on the woman, blue tinted, again to convey loneliness and contrast.

     

     

    From the first glance, I can say the lights are balanced well, the whole scene is great, but if I may suggest to make the city behind the windows more clear if possible, and also reduce the intensity of the lights coming from outside, as I can tell the scene is at night and the room is at a high level of building.

    Maybe even turn the color of the outside light to blue to make it a bit more natural for the darkness that is supposed to be outside.

  • h_habashh_habash Posts: 230
    Myerz80 said:

    Here is my scene so far. I realised I dont have a background through the doors as it was rendering. Also, the cannister she is cutting isn't in its place. I am having trouble getting the light from the torch to do what I want and I would really like the cannisters to have a more MAT look similar to the tanks on the torch cart. There is a lot of helpful info in this thread so I am curious to see what suggestions people have.

     

    You've done grat work in your scene, as for the torch light if you don't have any prop or effect for it, you can create a new cone primative and apply emmision shader.

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