@batboy853 - Your render looks much better! Are you able to apply some depth-of-field to lightly blur out the background behind the main speaker?
I mention all of this just to give you some context on his comments. Since he hates anything that is even faintly Star Trek-ish, he is able to look at the images purely on their technical and artistic merits, and he definitely immediately noticed the difference. so for whatever it’s worth, you’ve definitely made visible noticeable improvements with these changes.
compared to my glacial pace, but that doesn’t change the fact your shit is fabulous.
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Just some (hopefully) helpful criticism!
Yeah, there's that line between how a set would be lit in "real-life" versus how it was lit for dramatic representation on our TV screens. I stand on the side of art versus the side of engineering, which is probably why I never shy away from lighting more dramatically. I started lighting with emissive materials once Unreal supported GPU lightmass (pretty much when I started the Ent-E project) and I found myself relying solely on that method versus manually lighting things, and realized I was losing some of that artful drama in my shots. I remember to use all the tools at my disposal, even if it means some of those spotlights don't have actual "sources" in the 3D space.I certainly will take the criticism, that way I can improve.
I will say that with this I used cycles, and lit the scene via emissive materials on the set itself.
Was more so going this route to give a more realistic lighting to how some of the sets appeared on the show.
Which is great and all, but to your point they would have also used spot lights and set lighting to light the actors.
I'll switching back into modeling after this and can definitely work on lighting.
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