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I have slightly different
lighting setups for set 1 and 2.
First I created 2 ambient lights with very very very low intensity just
to lit up the room a bit.
Then I created a directional light for the entire room to create some
shadows.
There is one directional light specifically for the items at the back
wall and another one specifically for the box and the side wall.
There is a point light for the lamp that includes the rak and the side
wall.
For the character, I created 2 spot lights, one as a key light and the
other as the fill light.
I used only depth map shadows.
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Here's my light setup
for set 1 in the four view
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I used the light linking
tool to distribute the lights among the set and character
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For Set 2, the lighting is pretty straight forward.
I maintained the character's key light and fill light. For the set's lighting,
I have ambient lights to slightly light up the set. Then I added a directional
light to create the shadows. Point lights are added at any objects that
need more lighting. Lightlinking is also used to distribute the lights.
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This is the lighting
set up for Sc 06 where the clouds come into set 1.
A point light is allocated to every group of clouds to light them
up.
The point lights are parented to the respecive groups of clouds
so that they'll move together.
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This is a typical
lighting set up for my set 2
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The map is just lighted with a directional light
to created shadows and also to light it up.
There is an extra point light that follows the animation on the map.
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This is the lighting
set up for my map
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