Again, week 6 was extremely productive.
I started the week looking over my scene and ultimately deciding that I wasn't happy with the lighting at all. So, in order to fix this, I went back and rebuilt the scene on a blank level, just to ensure I could get the effect I wanted.
The first step was to create the new level and set it as the main map; an easy fix that I did after deleting the unused maps in the starter content menu. Then, as my scene is centered around a photographer, I looked up how photograpy studio lighting was set up, resulting in me researching Three-Point lighting setups and how they are used, which is as follows:
(A) Key Light
The key light is as described; providing most of the illumination for the scene and as such providing the scene's overall vibe through colour and angle (dark and creepy, light and cheery, warm and cozy, etc.) It is normally positioned to the side of the object and slightly upwards pointing down.
(B) Fill Light
This light is similar to the key light, but it provides extra illumination for the shaded portions of the subject. It is usually eye-level with the subject, on the opposite side of the to the Key Light, but is around half of the brightness of the Key Light. Most often it is either white, or a warmer hue, depending on the feeling the photographer is aiming for.
(C) Back Light
Also known as a Rim Light, Hair Light, or Shoulder Light, this light adds highlights to the model from behind, hitting just the rear edges of the model to give a sense of depth and also do make the subject stand out from the background
With this in mind, I researched the source material [Read: I played Life is Strange] and decided to base the lighting on this scene:
After that, the Volumetric fog needed to be fixed, which gave me the smooth gradient from grey to black in the backhround and as such would hide the floor plane underneath my scene. I did this by using the eyedropper tool to get the exact colour of my floor plane to match the fog, then changed the density to get the result you see below.
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