In maxwell render, it's dont have any light gizmos but planes. We attain a light material to those plains and they become the light emitters. Again we have lots of light presets in material editor which are true with real world physics .
In my scene there are 4 plains and each of them have a strong watt and efficacy parameters. The plains are kept big as the bigger the planes, the easier caustic/reflection/shadow calculations become due to light spectrum formulas from the engine.Testing position/color/intensity of ltheight planes, took me some time but indeed the depth of the light made me happy, finally.
Well I'm not a compositing artist at all, but due to some constraints in maxwell render, I've need to render the hair/beard/eyebrows seperately in a targa file with an alpha channel and combine them in After FX.
In the begining I didin't know how to do this. I searched for a tutorial but couldn't find one so I created my own that I would like to share with you.
For the hair pass I've taken the hair/beard/eyebrows meshes, which interact with the hair in another scene with the camera. Then I rig the light setup for the best results for the hair. After that, I apply Matte/Shadow material to the meshes and uncheck receive shadows. That way some parts of the hair will not be showen where it intersected with the mesh and those areas will be added to the aplha channel as a mask .
For the base pass, I render the whole scene and throw it into After FX with the hair pass. In After FX, I accept the hair pass with the "Premultiplied-Matted with Color" check and paste in on the base render. After adding a background with spots and making some color corrections, our image is ready ...
An alternative Black-White ...
And finally with some additional work ...
That was a general tutorial about how a digital character is created. It was impossible for me to go deep into the detail. I hope you have gained some insight into how the work is done.
Good luck friends!