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Now it all comes down to lighting and
Most of the time when you need to light a character
It's recommended to use a three-point lighting where you basically cast
One light from the side, which is a key light. It's the strongest light and then softer and
A little bit weaker light from the other side to fill in the shadows a little bit
So you don't have so much contrast in there and then you add one light
To the back to create something called rim light where you can light the edges of the objects from behind
So that's like the most common and standard model and it's recommended for beginners and there's one rule there
That you need to place your key light from the top since if you are lighting for example a face
Lighting something from the bottom might create weird shadows
You know, the character might end up looking a little bit sinister or something
But sometimes that's what you want to achieve
You know if you are lighting a villain or you're lighting a dramatic scene
So you need to think about these little things most often
I would just take some area lights and place them in a way
I've just described but here I want to do something a little bit different because first of all, we don't have a face here
So we can afford to do a little bit more dramatic lighting and at the same time
We have this shining wisp. We have the crystal which I want to light up a little bit
So this should end up looking a little bit mysterious
So I'm good by using a few of the point lights to light the character and I want the strongest light to be coming
Up from this wisp because there is our point of interest for this scene
If you look at it like this where the character is
Reaching with his hand towards something you are creating some kind of story there some kind of conflict in the image
It's good to support that story within the image with the light as well
So so first of all while still in the render settings we can go on and enable some options
So the Eevee preview looks a little bit better. So I will check the ambient occlusion
You can see these are a little bit stronger shadows and cavities here and there we can enable bloom
so the wisps really start to shine and
We already enabled screen space reflections
So we are good to go. There's no need to like create lighting probes and create indirect lighting here
This is not for rendering purposes. This is just to make
Preview a little bit better. So let's place the cursor on a hand here shift right click there
Shift a and I will find the light and point light here and we'll move its position a little bit. So
Let's rotate like this and move it towards the wisp a little bit
So press G and then move it right here and from the top as well
So it's kind of a in the middle between the hand and wisp
So right now I want to modify the intensity of the light
so going to the object data properties and let's ramp this up to something like
150 and
To actually see what's going on in the scene will of course need to go here and for the viewport shading
turn on the scene lights and
Scene world. So this is our lighting setup and I have a little bit of a problem here
whenever I enable scene world and
Scene light the shadow start blinking like this in my Eevee material preview
so what I used to do is to just go to the shadow settings and
disable soft shadows, so it's not blinking all the time and
Right now we can focus on this light. So this is the main idea. It really doesn't matter
Which direction we are looking at this?
We just created the light that focuses our
Attention here on the hand and on the wisp it creates these
Shadows that are really sharp from that point light. Maybe we can modify this a little bit and make it it
Even a little bit sharper. So let's go something like 0.15
So it's even more bright and maybe move it more towards the wisp
So this way we are really supporting the idea that these two creatures are
Meeting here are interacting here or something
and now we can modify the color of the light since the wisp are a little bit blue and greenish and
The rim color is really green here. Let's pick up the green light color. It's the one right here
We have the palette open from the chapter before so let's just click the color eyedropper tool and pick up this
color, so
This is starting to look a little bit more blended in but there are still a lot of work to do
when it comes to lights and the first step to blend the scene a little bit more because this is a
Little bit too green. There's a little bit too yellow going on here
And I want to complement that with some colder light
But at the same time blend
The lights and the shadows a little bit more and the great way to do that is to use the world lighting
So I will switch here to the world settings and we will use this violet color here for the world light. So
let's pick up our eyedropper and
sample the light here and you can see how this is looking much better now and
The color is not so yellow right now, it's not that green you can see those nice blue and violet shadows there
so this is all together much better blended in and we are ready now to
create some supporting lighting some fill lights some rim light and
Back light on the background there
but before I do I want to create a camera here because that's a really important thing when you're trying to finish up the scene and
Finish the lighting you really need to know what angle you have there was the pose
So we have the pose figured out, but we don't know how the camera looks. So let's add the camera right now
I will press shift a and add a camera like this and
We just created some camera on the position of the cursor and it's oriented in a way
The viewport was oriented when we created it and right now we can reset its position and rotation and it's very easy to do
So let's just press alt R and you can see this is the default rotation of the camera
It's looking down and now let's press alt G to reset its position
So it's right here in the middle of the scene and we can now bring it up
So let's press G and Z and move this up. So it's
Approximately on the eye level and we can
Place it a little bit more precise. So it's two meters high up and
Then let's start moving it on the y-axis here
So you can move it either by entering minus 10 meters in the Y or pressing G than Y, you know and move it here
So I'm looking to something like this, but I like round numbers
So I will enter minus 10 and now let's press our X and rotate 90 degrees
So this is our camera setup and let's press 0 on the numpad
To look from the camera and the last step is just to go to the output settings and
Adjust resolution. I want the portrait aspect ratio here for this kind of character. For example for Instagram
posts I use
1080 times
1350
so you can use something similar and now let's select the armature and
Since we parented the wisp we can now rotate the armature to find better placement for the character
so R Z and
Rotate it like this
That we saw on the reference render and we can double check by loading the render here
So you can see this side of the mask is almost in the center of the view. So
We
Have something similar going on here. Maybe we can rotate this a little bit less something like this
So this will be our final composition for this
We can cross check this and I have to say I really like
This one better. You can see it's not the same
You know, if you model something organic like this every time the result might be a little bit different
So if you have a different result you can either go on and
Create it once again or change your approach or you can tweak it
More and more and more until you get your result and that's the way how all of the great art is done
you just need to do a few rounds of tweaks then rest a little bit and return to your artwork and
Work on it some more but you know
Don't overdo it like three or four
Iterations should be enough to land on something you like if you go more you might get caught in that vicious cycle
You know of never being satisfied with the artwork and always finding something that just doesn't look right
So yeah, as always the answer is somewhere in the middle so we can now finish our lighting and there's one little thing
I forgot to do and that's to parent this point light to the armature as well. So
You can see it didn't travel
With the armature. So let's look from the top view and let's move it here. So it better
Matches our original intent
Which was to create some kind of a drama with the light there and as I mentioned before
We will need some rim light
Especially here when we have a dark background and dark branches
We'll need to separate them from the background a little bit more. So with this point light selected
let's just duplicate it by pressing shift D and moving it up and
Now we can look from the top and move it here behind the branches
And we can make it a little bit larger so go to the light settings here and let's
Ramp up the radius to something like one. So it gives a little bit more soft shadows and
Right here as we move the light you can see
The light rim it creates here so that's what we are going for and
This will be really the large difference when we render out the scene
That the light is present there and it sheds some lighting from the other side as well
But to be able to separate this character from the background a little bit more
I always like to do some backlight to shine some light on the character as well to create some kind of like an aura or
halo behind the character and
That's what I want to do right here
So I will press shift s and snap the cursor to world origin and let's create a real light
For a change, so I will go light
Area and let's move it behind the character. Let's press G and Y to move it behind the character
Something like this maybe so it sits in the middle between the character and the background and let's move it up a notch so
Something like here, we don't want to go too high up and you will see why and now I will rotate this 45 degrees
So press R X 45
So we are shining with this light on the background here
And if we would go to up you can see this angle here since this is area light
it would catch the character here or
The background underneath him as well and we'll need to blend this light nicely
With this lighting in the front, so
That's why I don't want to go too high up
so let's settle on something like three meters on a Z and four on Y a little bit closer to the character and
Let's set the size to something larger like two meters and we'll add some strength obviously
So I used 300 watts for this and if we look from the front that might be enough here
But I want to use a little bit more blue color so it blends with that world lighting a little bit more
So let's pick up the color eyedropper tool and pick this cyan color
Okay, I really like this so far so you can see how by shining on the background we are separating the model
from the background a little bit more and
Now these dark branches are much better separated from the background much better than before
And now we'll just create some ambience by adding some point lights to these other wisps as well
They're not that important as this one
So this will be a little bit softer light. So let's look from the top press shift D and move the light here
I'm using shift D. So this is not linked duplicate
So when I modify this it will not happen for the other light as well. So let's modify this to 50 watts
And let's move it down a little bit
something
Like this
so it kind of
makes a
Little bit of a light on the character as well from this side if you press H to hide you can see that we made
These shadows a little bit softer, but don't worry. They will be there
We are just blending this a little bit more and we can of course make it a little bit larger
We want the soft light here
We want just to fill so we don't create any sharp shadows
And now let me look from the top and here we can afford to use the old
Duplicate since we want these two lights for these two is to be same
so all D and move one here as well a little bit up and
If we now compare the result, I will hide this you can see how we are additionally creating a little bit of a rim here
And
And defining that character a little bit more with those gradients and filling those shadows
And now there's one last light I want to use and I want to light up this talisman a little bit
So let's shift right-click there create a point light and let's set strength for this one to 50 as well
And we want this pink light from here. That's the last color from this palette. So
Let's pick up the eyedropper and
Sample this light so you can see how this will create a little bit of the additional interest here
A little bit of that color and some of those nice gradients on the character and give this a little bit more story
Where there's actually something happening with the talisman that it's active that maybe there's some kind of magic happening
So let's finish this up and I want to move this point light
Inside of the talisman, so let's press G and move it inside a little bit
Here as well
So you can see the origin is here in the middle and now let's reduce the size a little bit so
Something like 0.1
So it looks like it shines a little bit brighter and we already enabled subsurface scattering and transmission on the material
So it should work in the cycles and we'll of course double check this and finish up with the lighting in cycles
Let's go to the camera view once again by pressing 0 and this should be the lighting
I will click away here and don't forget to save
This should be the lighting for the scene and you can see how we can use only point lights
to deliver a
Story, especially in this case where I imagine this happening somewhere in the forest. So it's a
Really dark around the character
There's the darker green shade there happening and a little bit of the blue tone coming from the world light
So it really enforces the night feeling and then the strong green lights
Happening around the character in form of those of those wisp
a little bit of that more dramatic lighting in terms of sharp shadows and
a glimpse of like an active crystal material or something with that little
Purple or pink point light. So this all supports the story
We are done with the lighting and one last thing I want to set up here is to set the depth of field for the
camera because as you can see, we are not using
isometric or
orthographic camera for this project
so let's select the camera either in the outliner or here in the viewport and go to the camera settings and
I'm satisfied with the focal length of 50. That's kind of a standard portrait focal length in photography as well
It varies from 50 to like 80 and in this way
The character is not that distorted if you would set the focal length to something like 35
That's more fit for landscape shots or something like that
because the character might got a little bit distorted, but the 50 should be okay and
We'll enable depth of field here and with the depth of field enabled
Let's go down a little bit and in the viewport display section of the camera settings
You can see there's a checkbox called limits and you can enable this right now
And now if we rotate we should be able
To see the line pointing from the camera
But if we switch to the wireframe, there is a cross as well and the cross defines the distance
for the focus on the camera
So if we go back to the depth of field and play with the focus distance
You will see this cross moving
you wouldn't be able to see this happening without turning on the limits here in the viewport display and
We can go back and set this up where it touches the mask. So
let's drag the focus distance and we can help ourselves by holding shift and
Let's put it somewhere here. So it's
9.1 meter and let's look from the camera by pressing 0 again
And one last thing we need to do is to play with the f-stop value
So it's the aperture settings for the camera and by holding shift
We can bring this down and you can see how if you go all the way down
This blurs out. So that's the bokeh blur. We want they're happening, but not so strong
so go up to something like 0.3 here and
That should be enough and optionally you can you know move
The focus distance there. I really want the camera to be focused on the face here. That's like the main focal
Area of the scene and the story that's happening right here
But you can see in the foreground
This wisp is a little bit blurred out which plays perfectly into the scene because we are again
Supporting the story by telling you that this is blurred out. This is not important for this story
You should look further in the image to look
What's happening there? So that's for the camera settings. Let's save this up and
Basically, this is finished. We'll just need to check this up in cycles set up some render settings
You know denoising and stuff like that and render it out. So yeah, see you in the last chapter
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