Thrik Posted September 3, 2013 Report Posted September 3, 2013 Looks great, a superb example of how lighting is so important to making a map look its best. I agree that the yellow stairs clash a bit with everything else, seir's alternative seems good. Quote
blackdog Posted September 3, 2013 Report Posted September 3, 2013 @vilham: looking forward to see the revisions @Sprony: i'd turn off a spotlight here and there, especially in a corner. Quote
mkandersson Posted September 3, 2013 Report Posted September 3, 2013 PogoP: Loving the atmosphere! Quote
knj Posted September 3, 2013 Report Posted September 3, 2013 So as i said, i did some work on my last scene, mostly upgrade shaders and work on the light, hope this is looking better cause i want to move on to my next piece and this is how was it before Quote
2d-chris Posted September 3, 2013 Report Posted September 3, 2013 (edited) a map without light is black, a photo without light is black, and movie without light is black, a room without light is black. Lighting is, and always will be one of the most important factors in artwork, when you start to learn how much thought and expertise that goes into lighting a scene of any media, it's humbling - learn lighting for one and you've got the basics of them all. Edited September 3, 2013 by 2d-chris AtsEst, eXnihilo and selmitto 3 Quote
blackdog Posted September 3, 2013 Report Posted September 3, 2013 (edited) @knj: like it, very much a sunset feeling... not sure but the sky is so blue/purplish that breaks the believability imo. Rest is perfect, except the glass on the floor that seems floating.I liked the original, I think that in there the lights you placed in the room are a tad too strong, especially the one above the closest mirror. Edited September 3, 2013 by blackdog Quote
selmitto Posted September 3, 2013 Report Posted September 3, 2013 a map without light is black, a photo without light is black, and movie without light is black, a room without light is black. Lighting is, and always will be one of the most important factors in artwork, when you start to learn how much thought and expertise that goes into lighting a scene of any media, it's humbling - learn lighting for one and you've got the basics of them all. Agreed. How could someone get better with lighting in general? Any good resources? (besides kicking ass at photography ) Quote
mjens Posted September 4, 2013 Report Posted September 4, 2013 a map without light is black, a photo without light is black, and movie without light is black, a room without light is black. Lighting is, and always will be one of the most important factors in artwork, when you start to learn how much thought and expertise that goes into lighting a scene of any media, it's humbling - learn lighting for one and you've got the basics of them all. Agreed. How could someone get better with lighting in general? Any good resources? (besides kicking ass at photography ) You need to know some basic rules how the light acts, know some tricks how to use it to create atmosphere that you want. Watch how it's used in movies or games, how it works and so on... The rest is your technical skills, engine limitations and pure practise. A lot of. I couldn't find any outstanding book/article/tutorial about light but here's a one thing that will get you closer: http://www.crytek.com/download/gdce2013_shining_the_light_on_crysis_3_donzallaz_final_plus_bonus.pdf selmitto, _gb and LATTEH 3 Quote
2d-chris Posted September 4, 2013 Report Posted September 4, 2013 what seir said, and ...add one light to the scene and make that your key light (primary) then add a fill light (ambient) then add some rim lighting or in games (highlights) to emphasizesubject, leading or just cool visual elements.Biggest mistake noobs make from my experience is adding too many lights, the best cinematographers and lighting guys use less and do more with them.Also take note of the size of the light source itself and how diffuse or sharp a light would be in nature, once you've mastered all that you have materials and surfaces to worry about, but one thing at a time selmitto and blackdog 2 Quote
blackdog Posted September 4, 2013 Report Posted September 4, 2013 (edited) Very simple but effective method there, thanks for sharing Chris. It's maybe worth reposting this link that was posted much earlier in this or another topic here in the forum. Edited September 4, 2013 by blackdog selmitto 1 Quote
AtsEst Posted September 4, 2013 Report Posted September 4, 2013 (edited) Good advice all round. I thought I'd add in my two cents as well: For lighting deconstruction from artistic perspective (values, use of color, form and composition) I find that looking at paintings is super helpful as they are basically reconstructions of light and every stroke is there to do a specific thing. For example take a look at the 2D galleries from cgsociety: http://forums.cgsociety.org/forumdisplay.php?f=3 or there is always the work from the oldschool masters(random side note: abstract art can be good reference for dealing with form and composition). Though there are things that can go missing in paintings, photo reference helps there and obviously for technical reasons as well. Two good sites for photo reference: http://1x.com/ and http://natgeofound.tumblr.com/. And a couple links with lighting tutorials: http://www.itchy-animation.co.uk/light.htm http://www.amaanakram.com/lightingT/part1.htm If you are looking for more in depth tutorials/discussions on the matter you'd do good by looking up a book. Edited September 4, 2013 by AtsEst _gb and selmitto 2 Quote
_gb Posted September 4, 2013 Report Posted September 4, 2013 Thanks for the last couple links. Very helpful stuff. Quote
Spherix Posted September 4, 2013 Report Posted September 4, 2013 (edited) One of two projects I'm working on at the moment, CTF in CS:GO. Edit: Should note, I focus on the gameplay side atm. Edited September 4, 2013 by Spherix FMPONE 1 Quote
cashed Posted September 10, 2013 Report Posted September 10, 2013 Completing a map layout I made years ago for CS1.6. Palermo-ish theming blackdog, mjens and Squad 3 Quote
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