Just wanted to share an environment I’ve been working on over the past 6 months. If anyone has any questions, please feel free to ask! You can find the actual video through artstation: https://www.artstation.com/artwork/Gqa3d
The lighting setup was actually fairly simple. It was mostly just one strong directional (sun) light, and a slightly blue-ish skylight. Here and there I used some slightly blue or orange point lights without shadow casting to bring in some more contrast and bring the darker areas to life a little more. As for the lounge area, I added a few really bright spot lights shining through the trees and onto the tables/floor to get some nice over exposure here and there and get a nice rim light on some of the more important objects. As for the actual light build, I cranked some of the settings up quite a bit, mostly just increasing the resolution on most of my objects, as they were rather big.
If you’re looking for more specific info please let me know!
The lighting setup for this scene was actually fairly simple. It was mainly just one strong Directional (sun) Light and a slightly blue skylight to fill up the rest. I also did add simple point lights with blue/orange colors, with shadow casting turned off to fill up some of the darker areas and bring more contrast into the scene. As for the little lounge area, I added in a few extra spot lights with a high intensity, to get some nice over exposure and shadowing happening, and getting a nice little rim on the more important objects. I also cranked up some of the light building settings quite a bit, mostly just increasing the lightmap resolution on most of my objects, as they were fairly big. Other then that, nothing too fancy really!
If you want to know more about the specifics or anything else in the scene, just let me know, I’ll be happy to help!
I’ll share some of them for you, still thinking about doing a tutorial for my scene, also, I’ll have an interview up on 80.lv soon!
Here’s the detail lighting, Roughness and World Normal passes. I know the roughness looks completely off here and there, especially on the palm trees, but that’s due to them actually having a close to black specular input.
Final Image:
Detail Lighting: