Lighting a room

Started by Demicrusaius, Tue 05/03/2013 10:05:53

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Lasca

#20
Quote from: Demicrusaius on Wed 06/03/2013 10:25:15
That school was $400 dollars, lol.

What!? I've must have messed up the link.

edit:
Yeah that was clearly not the right link. Let me see if I can find the one I was thinking of.

The new version looks really good btw! Great progress! The room has much more character now!
Just a question about the lanterns. Are they hanging from the roof or are they mounted on the walls? Because right now it looks like a bit of both.

Monsieur OUXX

Quote from: Demicrusaius on Tue 05/03/2013 23:46:46
That picture you did is amazing! Crazy inspiring. I'd like to figure out how to do something like that, rather than relying on Kerkythea,

But didn't you make the 3D model of the room yourself?
If so, you're just a few clicks away from realistic lighting.
THEN you could think of drawing the shadows and shades by-hand (for some artistic finish).

Just sayin'.
 

Daniel Thomas

Quote from: Demicrusaius on Wed 06/03/2013 10:25:15
That school was $400 dollars, lol.
If you are really serious about art that's the best/valuable course I have taken so far. Mostly because it really teach and give practical applications to rendering of light and everything that comes with it.

I could recommend, if you just want to read up some, this one:
http://androidarts.com/art_tut.htm
It's an oldie but a goodie.

None of these two are photoshop tutorials though.

Check out The Journey of Iesir Demo | Freelance artist, check out my Portfolio

Demicrusaius

I started playing around with Kerkythea earlier today. It's way more fun than I thought, but is still very confusing and overwhelming. Here is my first attempt at the same room. It needs a lot of tweaking and it's going to be tricky to learn this rendering software, but it's more likely than me developing artistic talent.
It is better to light one small candle than to curse the darkness.

Armageddon

I think it's perfect the way it is besides the door on the left being too white/blue. Also you need to lower the camera angle.

Anian

Well that's not bad for beginning attempt.
And, as Armageddon said, you might want to lower the camera angle, unless all the rooms are at this angle, a 2d character sprite from the side won't look so good. Try putting the horizon in the middle or lower.

If you want to push this further, I'd suggest making the doors and side panels a bit more flat and the stairs are kind of high/tall, and the railings seem the to tall as well when you compare them to the door (railing should probably be at the height of a door knob, and here it's above it).
The best/fastest way to fix all these things is by using real world size, so if a door is 2m high in real life, then use that etc., I personally have a tape measure on my desk, so whenever I start to model something within an already made room, I use the tape to see what size things are. There's only one thing you do have to be careful when doing that though, when you render at lower resolutions, some of the details might get lost, so sometimes you have to turn 2cm into 10cm and such things.
I don't want the world, I just want your half

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