Wednesday 16 November 2016

Lighting


In preparation for the lighting of the scene, I purchased a backdated special issue of 3D artist that focused on light.

following the research I made the following decisions:

I would be using Motivated Lighting which essentially allows you to use the lighting in a way that makes sense with the scene, but with added creative subtleties for creative purposes (for example lights coming from a bulb in a scene makes sense, but softer lights can be positioned to around the scene to get a desired effect)

I would use a Hierarchy of Contrasts to guide the viewers eye around the scene. In the first image that shows the entire scene, I wanted the focus to be on the door in the distance, then for the eye to wonder over to the planet outside the window, before finally looking at the details on the walls, then floor and ceiling.


Light Direction, Quality and Colour:

Direction:
For the most part side lighting would be used for the walls to show the textures better, but a front light would be used on the main door as part of making it the main focus point. Spot lights would be coming from the ceiling, and soft, point lights on the floor to mimic bounce light and to highlight the details on the walls some more.

Quality:
To create a hard shadow around the door I would use a spot light with no outer cone. In general I will be aiming for harder shadows to create a more dramatic affect.

Light Colour:
I will be experimenting with cold colours to create the lonely, isolated ambiance we are going for. Will have to make sure that it doesn't clash with the textures.


some basic planning before I started:
 

 
working on the main focus point:
 

 added point lights as bounce light:

Nearly there now. Need to experiment with light colour:
 
 

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