Yes - that's better - but I wonder if you still need more lighting - something subtle - to lift the snake area in the top right? They just seem under-distinguished - a light source that would be on the wall, just around the corner, that would pick out the bellies of the snakes and give them their form? As if there was a gas lamp on the wall there, just throwing out some soft yellow light? I'm sure Alan would have much more concise and technical advice, but looking at this as a 'mannequin' on a 'stage set', I'd definitely want to augment that area with some additional lighting - it's a matter of degree, of course - too much, and yes, you undo the atmosphere - but I think there's an argument for a little more in that area.
She needs some to stop her hands looking like mannequin's - I'd suggest you give her black/beetle brown nail varnish or similar - not strictly of the era, I know - and also, while I don't think she should have long, pointy nails, perhaps something a little more 'glam'? Your thoughts (and anyone elses....)
I like the fingernail idea. I'll look into it. Just trying to figure out the facial expression now tbh. I'm thinking an angelic expression, and to repose these snakes to feel more threatening. Thoughts? Any models or specific images of facial expressions come to mind?
in terms of lighting - and presenting the final image - you should definitely consider putting a vignette around the whole scene - like in the Joel Peter Witkin images we discussed earlier in the project - you need some softness here - you know, like shadows clinging and gathering in the corners - because at the moment everything looks a bit too 'clean'...
I think I can do that Joel Peter Witkin type thing in Post. At least I hope so. It's not the type of effect I want to be simulating with Maya lights. It'll be a stupidly time consuming process!
About the fingernails, I know before you mentioned about the snakes having some kind of syringe with venom in it perhaps the venom colour you do could also be applied to the fingernails perhaps in a darker shade...just an Idea.
yeah - I presumed it was a 'Photoshop' issue - don't want to be pulling you in lots of directions - but I am keen that you keep sight of the bigger picture - i.e., that in the end, you're producing exactly that - an image; leave yourself time...
Lots of comments flying around here which means people are obviously interested in what your doing :)
Ok, for my money there is a trio of subtle problems contibuting to a larger issue. Firstly, the hands and face are tonaly miss-matched (hands are too white whilst the face is a little dark). Find a balance.
Secondly, the light casting from the front needs a vignette (Phil commented on that too). A simple solution is to set your spot light (hopefully your using that?) up correctly. So, Penubra = -16 and Drop Off = 8 to give you a soft fade. It would also help soften the shadows of the 'Grid' which would not be that sharp from a lamp.
Thirdly, the snakes (and model in general) has a mixed lighting logic. Think about the scene? A light from the front which bounces off the walls...
...Therefore you are missing a left 'rim', have a overly high intensity right 'rim' and the snakes are dull overall in comparison to the rest of the model. Look at the scene and think 'Front light intensity and wall bounce'...The back wall would bounce directly towards the left side of the model and the opposite (hidden) wall would bounce onto the right side. Given that the back wall is receiving the main bulk of the light that would produce a brighter rim and opposite wall less (as light decays). However, she is closer to the opposite wall so she has the potential to pick up a little extra light. So the left/right rim could be even.
Yeah, I'm trying not to lose sight of it. But at the same time, I know I need to put together a small handful of making of pages and print them at Staples. I also need to design a Business card and such. All before hand in. Eep.
Thanks Alan, I've done a lot since this update. I'll post a new one soon, perhaps some of these issues have already been addressed. I'm finding it quite hard to undestand your section about the bounce light and such. Perhaps after I update you could do a paint over showing some of this with arrows and such? I tend to understand easier visually.
Yes, thank you, it really does. Thanks for taking the time to do that, it made it much easier to understand! :D I think I'm just too tired to process the text now, haha.
I am a video game artist at Dovetail games, working on Train Simulator 2014, 2015 and an unannounced title.
I also graduated from the CG Arts course at UCA in 2010 with a First Class.
www.jonstewart.co.uk
17 comments:
Yes - that's better - but I wonder if you still need more lighting - something subtle - to lift the snake area in the top right? They just seem under-distinguished - a light source that would be on the wall, just around the corner, that would pick out the bellies of the snakes and give them their form? As if there was a gas lamp on the wall there, just throwing out some soft yellow light? I'm sure Alan would have much more concise and technical advice, but looking at this as a 'mannequin' on a 'stage set', I'd definitely want to augment that area with some additional lighting - it's a matter of degree, of course - too much, and yes, you undo the atmosphere - but I think there's an argument for a little more in that area.
oh yeah - keep forgetting to say 'fingernails'?
She needs some to stop her hands looking like mannequin's - I'd suggest you give her black/beetle brown nail varnish or similar - not strictly of the era, I know - and also, while I don't think she should have long, pointy nails, perhaps something a little more 'glam'? Your thoughts (and anyone elses....)
I like the fingernail idea. I'll look into it. Just trying to figure out the facial expression now tbh. I'm thinking an angelic expression, and to repose these snakes to feel more threatening. Thoughts? Any models or specific images of facial expressions come to mind?
sorry hope this isnt a naff opinion but i think the lighting(and use of shadows) in this one
http://4.bp.blogspot.com/_yTVGNhZ85Hs/S_ruy1sscNI/AAAAAAAABtc/BNkXZbx_5Po/s1600/GI_Fake_Medusa_Midtones.jpg
looks better than the current post
What I have is the same as that Tod, but it has a Rim and Key light added. Perhaps they need attention to bring it closer to that.
in terms of lighting - and presenting the final image - you should definitely consider putting a vignette around the whole scene - like in the Joel Peter Witkin images we discussed earlier in the project - you need some softness here - you know, like shadows clinging and gathering in the corners - because at the moment everything looks a bit too 'clean'...
http://jmsuarez.es/fotografia/wp-content/gallery/joel-peter-witkin/joel_peter_witkin_09.jpg
hmmm - faces - I think she could look cool, cruel & superior - she IS erotic, so I don't think she necessarily needs to pout etc. like an FHM model...
I think I can do that Joel Peter Witkin type thing in Post. At least I hope so. It's not the type of effect I want to be simulating with Maya lights. It'll be a stupidly time consuming process!
About the fingernails, I know before you mentioned about the snakes having some kind of syringe with venom in it perhaps the venom colour you do could also be applied to the fingernails perhaps in a darker shade...just an Idea.
yeah - I presumed it was a 'Photoshop' issue - don't want to be pulling you in lots of directions - but I am keen that you keep sight of the bigger picture - i.e., that in the end, you're producing exactly that - an image; leave yourself time...
Hi Jon,
Lots of comments flying around here which means people are obviously interested in what your doing :)
Ok, for my money there is a trio of subtle problems contibuting to a larger issue. Firstly, the hands and face are tonaly miss-matched (hands are too white whilst the face is a little dark). Find a balance.
Secondly, the light casting from the front needs a vignette (Phil commented on that too). A simple solution is to set your spot light (hopefully your using that?) up correctly. So, Penubra = -16 and Drop Off = 8 to give you a soft fade. It would also help soften the shadows of the 'Grid' which would not be that sharp from a lamp.
Thirdly, the snakes (and model in general) has a mixed lighting logic. Think about the scene? A light from the front which bounces off the walls...
...Therefore you are missing a left 'rim', have a overly high intensity right 'rim' and the snakes are dull overall in comparison to the rest of the model. Look at the scene and think 'Front light intensity and wall bounce'...The back wall would bounce directly towards the left side of the model and the opposite (hidden) wall would bounce onto the right side. Given that the back wall is receiving the main bulk of the light that would produce a brighter rim and opposite wall less (as light decays). However, she is closer to the opposite wall so she has the potential to pick up a little extra light. So the left/right rim could be even.
Hope that helps.
Yeah, I'm trying not to lose sight of it. But at the same time, I know I need to put together a small handful of making of pages and print them at Staples. I also need to design a Business card and such. All before hand in. Eep.
Keep going Jon - Your almost there
Thanks Alan, I've done a lot since this update. I'll post a new one soon, perhaps some of these issues have already been addressed. I'm finding it quite hard to undestand your section about the bounce light and such. Perhaps after I update you could do a paint over showing some of this with arrows and such? I tend to understand easier visually.
Hi Jon,
An image is in your mail box. Hope it makes more sense.
Yes, thank you, it really does. Thanks for taking the time to do that, it made it much easier to understand! :D I think I'm just too tired to process the text now, haha.
No problem. Good luck
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