Shading and Lighting
It's important to build shaders and lighting in an organized way. Creating a simple lighting setup before you start texturing is a very good idea. Here I used a studio lighting setup. Studio lighting and lighting environments are very different. I always have one key light where my light source is and then, depending on the model, one back light and also one fill light.
You can have shaders built with a color-correction plugin used for textures. In most cases this will enable you to adjust the shaders without 2D texture editing. I used a SSS shader and assigned all my textures to it (Fig.04).
I did a light rig, which gave me a good result. I used a sphere with normals facing inwards (Fig.05).
It was important to remember to enable color management in the render settings. Then I checked the main light graph (Fig.06).
For fill lights I just duplicated the back light and changed the temperature and intensity. If you think you need more lights in an image, you can always add additional fill lights (Fig.07).
The most important thing is color correction in Photoshop. I rendered three render pass: ambient occlusion, matte and color (Fig.08). I always work with Levels, Curves, Selective Color and Color Balance adjustments.
I hope you enjoyed this Making Of and you learned something from it. Thank you for taking the time to read it and feel free to email me your feedback.
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