Texturing the X-Bmber

Chat about the Genesis project and storyline
AndyThomas
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Joined: Fri Dec 07, 2001 12:42 am
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Texturing the X-Bmber

Postby AndyThomas » Fri Aug 09, 2002 8:44 am

Brad, just to pick up on a point you mentioned above, how are you setting up a scene in terms of lighting etc? I find I lurch from total darkness to sun blindness when I try and add a light source in - it's not something I've read up on yet. What I'd like to do, and what I've tried to do using "Environment" is just introduce an "ambience" - but how can I get shadows to start happening? I think I did it when I was playing with Nigels' fighter but it's escaped me now that I'm using the updated version of Cinema....
Andy Thomas - SFXB Webmaster and Forum Moderator

Bradster
Posts: 542
Joined: Sat Feb 09, 2002 12:43 pm

Texturing the X-Bmber

Postby Bradster » Sun Aug 11, 2002 8:01 pm

Ah, lighting. There really is no specific method for producing good lighting other than trial-and-error. It sounds like you might just need to check if the lights are too close to the subject. Sometimes it helps to just change the light to a "Distant" type light.Shadows can be modified by simply double-clicking the light in the Object Manager. Maybe you just overlooked it. ;)Ah, there is one lighting technique I just remembered, though, called the "three point" light setup that might help. It's usually used for indoor environments and I haven't really tried it on a space shot like this. Basically, you have a key light above and to the side of the subject, a slightly dimmer fill light below and to the other side, and a back light behind the subject. I'll try to find a better explanation of this and return momentarily.

Bradster
Posts: 542
Joined: Sat Feb 09, 2002 12:43 pm

Texturing the X-Bmber

Postby Bradster » Sun Aug 11, 2002 8:04 pm

Heh. This was almost *too* easy to find. ;)Here's a good little tutorial on setting up the three-point light technique.http://3drender.com/light/3point.html


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