Lighting 3D Characters for Storytelling

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- So you have your 3D scene, you placed a camera and decided the focal length, but then when you hit render, you find the result somewhat flat, not appealing, simply nah, well that's probably the lighting. Fortunately, this video is here to help. In it, we will deconstruct several examples of how you can light your scenes directly in Blender to help you in your storytelling needs and really push your 3D renders from good to awesome. (sinister tone) Hello everybody, Martin here for cgboost.com and I'm happy that I can present to you this much requested video. Last time, we tried out how to make a very simple scene, how to place a camera to it, some lights and visual goodies and throughout it, we talked about general cinematic rules and tips that you can use in your own 3D artwork. So check the video description or the info books if you don't wanna miss the 10 tips to make your renders more cinematic. In fact, I really recommend that you have a look at that video now before you watch this one. But judging by our comments, I think you wanted to know much more about lighting one specific aspect, a character. So that's what this video is all about. To help me out, Juan Hernandez, our newest colleague here in the CG Boost family was actually so kind as to lend me his Shaolin Monk character. You may know it from ArtStation or BlenderNation and this way, I was able to focus on the stuff I loved the most, placing the character in the scene, figuring out the shot and pointing some lights at him. Some call it painting with lights, which I find wonderfully accurate. Anyways, it was lots of fun and from this experimentation, came out six very different lighting scenarios which I will be breaking down today about the importance of story in your compositions I talked about last time, but today, you will see that you can do so much more with a proper choice of lighting angle, quality, quantity and color. Oh, and one more thing, you can of course sign up for our cgboost.com resources and there, you can download all the examples I present in this video and follow along or just create your own lighting scenarios. You just subscribe at the provided link and get six Blender beginner's course as well as a shortcut PDF for free. Excited? Good, let's go to lighting. There are of course endless combinations of lighting setups you can use and yes, I know knowing it doesn't really help. However, there are certain questions you can ask yourself before you start lighting and the answers then always help you with starting out the process. Question number one, what is the focus of the image? We talked about this in the previous video and here it is not different, only we already know that our focus will always be the character, this time just one character which makes our job a little bit easier. There is a simple rule, human attention is drawn to the brightest spot in the image or a spot with the most contrast. So that's what we will be trying to achieve with our monk here. And you know what? Let's name him. So Google Chinese name generator and let's see, male names here. Su, that's nice and simple. So audience, this is Su, Su, this is audience. Now where were we? Oh, questions. Second question that's good to ask yourself when lighting a brand new scene is, what is your relationship to the character? In what way do we want to portray him? Well, that is going to be different in each scenario of course. In this first example, let's make something pretty common, something you can see in commercials, model photo shoots or movie scenes that want to achieve some calmness and general lack of tension. So for that, I first ensured that I have some pretty neutral composition, like it's something you see here, 70 millimeter lens, no roll, I also used a so-called high key lighting, which is basically a very bright setup that fills your scene with light. The opposite of that would be a low key scenario, which is much more dramatic and which we will be talking about pretty much in the rest of the video. These various camera settings, lighting and color decisions are in fact the third question you will do well to think about when making your shots. And helping you choose and understand the right ones for your artistic goal is what this video is all about. For our purposes now, I made my environment bright, for example, within an HDRI like this which you can download from HDRI Haven or another good site is Openfootage.net. This gives us a nice base for lighting and really if you are lighting with a high key setup or a bright outdoor scene, you should always consider using an HDRI and really take your time choosing it, rotating it around to find a lighting angle you really like. This will then influence everything you do afterwards. Now it's time to start lighting with some lamps. Let's start with this very soft key light, you've heard me talk about light types in the previous video, so now very quickly, key light is usually the most prominent light in your scene revealing the character we are lighting. Depending on the position of the key light, we can achieve many different lighting conditions, but inevitably, we also create dark shadows on the face and the body which we then fill with a fill light if we want, of course. We don't have to as you will soon see for yourself. And then there is also a back light that you use to separate your character from the background and give it that nice highlight on the edges. Again, depending on the back light position, you achieve various effects. If it goes from one side, it is a rim, if it goes from the top, it gives the character a halo and all this, we can use for achieving different moods. So back to our first example here, to achieve the softness of this key light, I made the size bigger. The bigger the size, the softer is the result and vice versa. This softness allowed me to have a less dramatic result with less shadows in the face. Also, the stop light accentuates the cheeks here, which often looks nice and that's why it's used for beauty photo shoots. I could have easily chosen area light for this or even point light though both would give me slightly different results and besides, spotlight is usually the least performance heavy light. So spotlight it is with a bigger size and edge softness and white color with a tiny bit of warmth for that good fill. Then I went in and placed another soft light below the character filling all the shadows that formed on his face due to the key light. I made it an area light this time to make it softer because it's coming from a larger area. This way, we achieved that nice glowy fill and filled the face completely. Finally, I added another soft light, and I think you recognize the pattern by now, and this soft light, I have placed behind him to the top separating him from the background as I mentioned. This soft big back light achieved a nice glow to his hair and if you want, you can make it slightly colder to combine it with a warmer key light. Human eye just loves complimentary colors. Then of course there are some settings you can tweak in the rendering tab, I've talked about most of these in the previous video, so now just quickly, you can activate this ambient occlusion and raise it like this. Also, sending a bloom helps with these glints. Screen space reflections are not that important here, but raising the resolution of the shadows will help with the result as well. One more thing I've done here is to turn on the soft shadows to obviously make my shadows more soft. And throughout the rest of this video, I generally left the settings as they are now. Finally, I added a fog element to the scene as well, one that we've learned how to create in the previous cinematic video here on CG Boost. So if you're unsure about the settings, you can watch that one. Also as a final touch, I added this large spotlight to the background, illuminating it lightly through the window so that it's not just a boring wall. Shadows help with that because shadows make everything less boring since they add contrast and texture. As a last touch, I imported this dust texture, plugged it into the base color emission and alpha socket, in this way, you get dust element in the air, very cheap, very fast. By the way, if you have some moving video of a dust element, you can add it in as well. Same setup and it works. And there you have it. First scenario done and now you know how to light your own beauty commercial in Blender. Now for the second example, let's do something much more dramatic. We wanna crank up the so called lighting ratio, which means the contrast between our dark and light areas. Low light ratio means there is little contrast between the lightest and the darkest part of the scene while high light ratio is all about contrasts. Right off the bat, you can see that our character is standing in a much more dynamic position at least compared to the last case, I placed him in the middle of the room and positioned the camera so that it's almost on the same level as him, only very slightly below him, which means we will feel tiny little inferior towards him. But not too much, just so that Su feels more cool than us. Just look at him, his face, he enjoys it. Now you may notice I'm not using any HDRI here, just plain old RGB channel with a great color in the world surface shader. While the darker and more dramatic we get with the scenes, the more I actually like to light just with my available lights, not with the environment. For night scenes, I actually only like to use HDRIs if I have scenes with a lot of reflective materials in which the surrounding environment would be reflected, which I don't have here. So we shall make our life easier by having just this gray environment as a background. And since this time I'm showing the window back here, I decided to add an image behind it with our landscape here. As you can see, you can do quite a lot with just images for backgrounds, especially if you plug them into the emission shader because then, they start lighting the scene as well. Immediately, this feels more spacious like we are in some temple on a mountain. That's probably because there is a mountain in the image. Also fog, you notice from the previous cinematic video I've made, if you just make an object and plug a principle volume shader into the volume while making the density very low, this fog will allow us to fill the scene a bit with it and have very nice light streaks. So let's try it. The first light I added was actually the background because I wanted to have some light streaks back on the wall. I don't usually use sun lamps in my Eevee scenes, I find the effect of sun lamp in this real time engine to be a bit harsh and sometimes problematic when it comes to shadows. Instead, I just make really, really intense spotlights, but not in this case because I wanted to have these shadows back here real straight, which I would not really achieve with some spotlight that are usually much, much smaller. You can see that the sunlight already illuminates Su a little bit, but I decided to actually add one more proper key light this time, using a very bright spotlight behind the window. Again, I wanted to use the shadow play here, that's always a nice idea to shine your lights through some objects, vegetation or windows, thus always achieving more dramatic effect. Another useful tip, this type of key lighting when the light is most intense on the side of the face, opposite from the camera, it's called short lighting or also reverse lighting. Well if we shone the light on the side of the face close to us, it would be called broad lighting. Since we want a more dramatic effect, let's go with the reverse one. And while we're at it, let's also mention that this type of key light, that strong raised up coming from the front of the character is sometimes called paramount light by the movie studio, Paramount, which going through its movie production. You will know it by this distinct shadow called also butterfly shadow forming below the nose. And it also accentuates the cheekbones, that's why it was often used in old movies to make famous actresses more beautiful. Then if we move the light slightly to the side, we get loop lighting, indicated by this looped shadow under the nose. Moving key light to the side is actually a more modern way to light your characters. Also, warm orangy color will be best for us since we want to simulate a late afternoon sun. Just careful, don't go too yellow because yellow by itself symbolizes instability and even insanity. Oh, and also we can immediately see that the fog is taking effect here and we have very nice light streaks coming from the window. To finish off the basic lighting, I have added a spotlight here slightly behind the character with bluish color and a small radius for hard effect and also something that I haven't mentioned yet, you can raise this specular value here. This way, everything glints a little bit more. And yes, you are breaking physical correctness with messing around with this, but it's computer graphics. And Su is not a real human after all, so why not bend a few rules while we're at it? Let's remember one rule we shouldn't break though, it's called motivated lighting and it means we shouldn't make up lights that don't make sense in the scene. For example, if we had a green light coming from underneath him, that would be silly of course. However, our lights here are coming one from the window, two from the side of the room where theoretically there could be another window through which a skylight could come through. And look, there is a window, so it all makes sense now. I actually remember someone posting a comment to the previous cinematic video saying something like, aha, good lighting means more lights then. I'd like to react to that now though because it's not really so. In fact, good lighting means achieving a great result with the least amount of lights possible and you can see here with just few lights, we have quite a nice result already, but we can go a little further. Here, I have a collection called extra lights. You can see I did not add fill light here and I'm not too sure whether it's needed. However, if I'll show you this extra fill here, let me turn this on, you can see, it fills the area here, illuminating some of the nasty shadows in his face. I actually made it so that this light only illuminates the face not too much more by lowering the cone angle and adding softness to it, with or without, I don't know, it's up to your preferences really, which is the awesome thing about lighting. It is an art form, so it's not all set in stone, you can experiment, be creative and have your own style. And by style, I mean little decisions like this mostly. Another little decision is setting a soft light that slightly illuminates the area on the right side and also the ground like there really is a skylight coming from the window up there. Again, optional but maybe better. And finally, I added a big area light behind this window to fill the fog with some more bluish light spill and also to add a bit of light and shadow to this area here. You can see that if I deactivate this whole group, it does not really make too much of a difference, but these are small touches that always have a chance to improve the overall look. Still remember, filling your scene with unnecessary lights is not good lighting. Just as before, I added these transparent textures of floating dust and also a new texture set up in the very same way, plugged into the base color, the alpha and the emission. Only this time, it's light race. Slight effect but again, adding to the overall result, I think. And that's it for this second more dramatic example. But now, let's go even more dramatic. We are now very low with the camera to indeed feel very little compared to Su here. Also, we have centered the composition to really focus on him and not much else. Let's bring the environment shader all the way down almost to black. I have left the settings from the previous scene the same, so I have a fog here which will again ensure that nice spreading light effect, so very important for dramatic scenes. This in fact will be quite a simple setup, what I want is to create a very low key lighting, which you can see in many mysterious scenes in Blockbuster movies. Just have a look at a few here. I will this time, in fact start with a back light or in this case, it could be called hair light as well, since it creates this very strong light rim on the top of his head, lighting up his hair. You can see an example of the hair light here. This one's better. I cranked up the specular power to this light to really bring out the outline, made the light a bit bigger and also made the power quite intense. Thanks to the wall metric shader, it also adds this awesome cone of light. As a matter of fact, this is a very nice cinematic lighting. If you don't really want to reveal the character's face, only it's silhouette, you can even go much darker with the environment shader, but let's not do it now since this is what we will focus in the very last example. In fact, let's make it bluish to get a filling like it's actually a Moonlight coming from a hole in the ceiling. Nope, this time there is not a hole, but there could be, right? There you have it. When placing this light, be careful not to go too much above the character, then you'd be in danger of having this empty eye socket effect. Not the nicest of looks, all these ghoulish eyes here. Not very flattering as well. No, no, having it back here will be quite fine. Now let's think about what sort of other light source could there be? Shaolin monk, monastery, China, night, well how about a torch or a lamp or both? So one light I added, which basically functions as key light is this orangy light in color of a torch that could possibly hang on this left side here. I made it a point light since I wanted it to come out in all directions out of this point here and I pushed it slightly in front of Su to illuminate one half of his face. That gives it a very dramatic fill and this actually has its name as well, it's called split lighting. And it effectively divides the face into light and dark side. So every time you want to make someone mysterious, you will do well to use it. While we're at it, it's also worth mentioning another lighting term, so-called Rembrandt lighting based on the paintings by the famous Dutch painter who regularly used a specific lighting scenario where his key light would be very much to decide but not too much, still shining over the nose onto the other cheek. There, it would create this unmistakable light triangle and that's how you know it's Rembrandt lighting. Another very, very popular type of lighting this is, especially in movies and in Hollywood cinematography. But in our case, let's go with split lighting. Then I just duplicated this light and put it on the other side right here, like there is a lamp or candle over here to fill this side as well. This way, I have achieved a very dramatic effect where the back light is much, much stronger than the key and the fill, by the way, I didn't want to have both of these lights down below Su because then it would create the typical campfire effect, which is creepy, at least too creepy for what I wanted to achieve here. And also, it reveals too much of the under chin, which is never a nice place to see you on a human being, it just makes everyone seem fat even if he or she is not. Of course I used depth of field, focused on the character's face to blur out everything that's not needed and if it wasn't enough, I added a spotlight with very low angle to illuminate his face right here. But again, that is completely up to you, that's why it's in the extra lights collection and in this case, I ended up not using this collection at all. Then again, I sprinkled in the dust texture and here you go, the third dark scenario was done. Wonderful! So we tried some dramatic set up, some mysterious setup, but we can go darker still. In fact this time, something a little evil. There are times when you want to make some of your bad guys look a little twisted. Sure, everybody probably knows that famous bad guys are either hidden in shadows or completely lit by red light to get that extra juicy evilness in there, but that's actually not entirely what I have in mind for this one. Already as you can see, I have a pretty intense camera angle placed directly below the character with a slightly lower focal length and I rotate it on y-axis to give it that unnatural eerie fill. You can see his towering above us, making him feel overwhelming. What I also did, I took the world surface shader and tinted it slightly towards dark greens. I know this is a dark night and that should be bluish or greenish, well I admit this is where I allowed myself to go in a little bit more fantastical direction, pushing the colors to be more cartoony. Still this greenish tint is actually awesome to instantly make people feel unwell. That's for example, one of the reasons why most of Matrix is tinted green. Just to justify this tint a little, I added the green slits to the window, like there is a see-through glass or thick paper. Also, I have the fog here again, I can play with its color and emission color and then also some lights. Now to achieve that proper and easy evil result I want, I decided to combine red and green. So the first light I added was this very intense back light. It's always nice to silhouette your evil characters with red color like you see here for example, but this example is also red when compared to let's say this one. Do you see the distinct effect this combination of red and green gives you? More sickening, and that's what we are after. Of course not always do get such an effect, it very much depends on what shade of red or green you use. For example here, it's combined with pink and that gives you more of a feminine feeling, but again, combined with something a little twisted. You would hardly look at this character lit like this and say, yeah, she's completely okay. To capitalize on this look, we can add a spotlight to the opposite side of the character to act as rim with a green tint, higher specularity and not too large a radius to make it harder. That gives a very nice contrast to the first red rim we created and helps achieve that sickly feeling. Finally, I decided to add a small angle spotlight on the opposite side of his face just to get rid of these ugly shadows that make his eyes bulge and also at split lighting, dividing his face to two, as I mentioned, it's a powerful tool for all mysterious and dark lighting setups. The last optional light I've added was this little point light down here with a distance lower to reach only to his hand and the thigh and mostly illuminate just the ground here to give more justification to the fill, maybe there's some kind of lamp lying there. One little note, you can even go in and tint dust the particles to a certain color. Just take an RGB curves node and plug it in between the emission socket and raise for example the green value. And there it is, even with this otherwise cute shelling monk Su, with a proper pose expression, camera angle and lighting setup, you can create a real movie villain, no problem. In this fifth scenario, let's try out some other techniques we have mentioned but not yet worked with. So for example in this scene, I wanted to show you that a very low focal length at about 15 millimeter, which is the lowest number we have worked with in this or the previous cinematic video, does not necessarily mean that the composition is going to look ominous. Will it? Yes, because still you have this very wide angle view unlike anything our eye is actually perceiving. But that does not automatically mean that the viewer will feel uneasy. You can see that once we have placed the camera above our character, it can actually feel dynamic. And since we can see quite a lot, not just a narrow cut of the whole scene, this in fact gives us a nice overview of the environment around him, making you feel positive about this composition. This way, I can even afford to roll the camera quite significantly to about seven degrees and still it gives you more of a dynamic feeling rather than weird uneasy feeling. Compare it now to a similarly set up camera, but from below of our characters. See, the placement of the camera below or above the eye line matters quite a bit. I already mentioned it, what I go for here is a dynamic shot where you can see the character quite clearly as well as his stuff here. Also, I don't want an extreme colors this time, I just want the character to pop from his surroundings and I don't care about the environment behind him too much. So to divide him from the background, I've added strong heart spotlight behind him, slightly to the side and above. This way, his body is highlighted as well as the stuff. And then, I added another spot this time bigger and softer filling the opposite side of his face with bluish sky color. I restricted the distance to not hit this pillar back here since that would detract our attention from Su. Finally, I added another fill light, this time in form of a point light, I put it in front of him and slightly above. This filled the nasty dark regions. And again, I restricted the distance to only illuminate him. I used point light mostly because it gives me this nice radial glow in the corner of the image here. Actually you can now see here a very interesting technique called checkerboard lighting. Basically just like a checkerboard, it works with alternating dark and bright regions. So we have a very bright top part of his body with a very dark background and a dark bottom part, contrasted with a very bright floor. And since the human eye is drawn to contrast, as I mentioned, this helps Su to stand out a lot. I mean, it's not just nice to know these names for these techniques, it actually means that you know what you're doing and you don't just arrive at these results by an accident. In the extra light folder, I actually have one more bluish light like this, a spotlight that I put above him and behind him and it just nicely mixes with the yellow glow. Also in this scenario, since I wanted something less dramatic, we're actually lighting with the broadside key light focusing on the side of the face that is closer towards us. I then again added some nice dust in the air and that was it for this scenario. One last lighting set up remains and this time, let's get very mysterious. This will be the most extreme of the cases we've shown so far, however, it also might be the simplest to make if you know what you're after. What I wanted to achieve was a very mystical atmospheric and supernatural shot. Often these silhouette lighting setups are used in movies, especially for [her Flakes] to hide someone, even if they're already in the shot. You can just show the shape of the character but nothing else. And in the process, you can create some very nice dusty light streaks we all love. So how to do it in Blender? Well, first off, I turned a world surface shader color almost all the way to black, which ensures that we don't get any unneeded fill so we can just work with lights. Then, and this is the key to this whole lighting scenario, I took this fog with principled volume shader and increased the density to 0.1 to make it much more dense as well as the [NSL Tropic] to 0.8. And that is exactly why I was able to achieve these beautiful light shafts immediately when I added this single spotlight to the scene. Now let's have a look at the light, it has quite a lot of power to it and most notably, it is purple pinkish tint. Mysticism, science fiction, and yes, even eroticism, all of these are usually symbolized by this sort of a color. Also, especially in these types of shots, it even matters where you put the light. If you put it down below, it is a more mysterious effect, but still something earthly. Well, a glow such as this behind the character's head feels almost divine and saintly. Of course, this would work better with white or orangy light, but that's not what we're after now. We will leave it purple and put it down here since I don't want it to be too supernatural. After all, he's just floating in the air, so yeah, almost normal. Truth is at this point, I didn't really want to add any more lights. I had some extra lamps set up here, for example, this orangy left fill made with soft spotlight and also the smaller spot fill focused only on Su's face, which is great technique to reveal just the eyes of a character. But in this case, he has his eyes closed and I find it much more powerful to just have to silhouette here with a little hint of the face. Thanks to the not completely dark world surface shader. So let me hide these extra lights and instead focus on something else because we can do much more this time, using 3D objects and textured image planes. So in this overlay, I have some hidden collections full of visual awesomeness. For example, I added these little spheres to break up the boring background of the character. Little effect, but already something catching light back here, and it's always a good thing. Proceeding with this idea, I added cubes in front of the spotlight to add some variety to these light shafts. See, a very simple technique but so powerful. If you want to make things feel more natural, an evenness is everything. Next, I added the dust particles you already know, maybe turn their emission a little lower so they don't shine that much. In another texture set up in the very same way, I added these fog overlays and put them in space in between the pillars. Adding fog, it's always so awesome. And by the way, I added one above Su's head as well. He is apparently being so mysterious that he is steaming. Finally to push the levitation theme of this image, I decided to add some floating stones. Luke had those, so why not Su? And just like that, this very dramatic mystical scene was created directly in Blender. And I think that now is a good time to appreciate the fact that we've been able to do all this in Eevee in real time without any waiting whatsoever. I still remember a time when each light added meant a long wait for another test render. These days, it's all too easy to forget that this awesome realtime workflow is not a matter of course. So five seconds of appreciation, please. And with that, we successfully went through six scenarios for these extremely different types of cinematic lighting setups. Hope you like them. And there you have it, my friends. I hope this video was useful for all of you starting out in 3D graphics and maybe even the more experienced among you picked a trick or two on how to light your scenes and how to work with Eevee. Again, I realized that this was a very quick overview of the tools that I used when building my lighting scenarios, but if you're still unsure about Blender, you can of course jump right in. I mean not only it's free but as I mentioned at the beginning, at cgboost.com, Zach has a free introductory course for it as well. You just have to sign up at CG Boost site and then if you download these resources, you will also get the project files for today's lesson so you can try out your own compositions and lighting setups. Also, I was able to very quickly texture the whole environment with substance painter for which surprise, surprise, I have a course at CG Boost as well. So you can learn this piece of software too. If you go through the provided blend files for this video and create your own lighting setups, definitely let us know, just send us a message or share it at social media using the tech that you can see below. Until next time, I wish you a wonderful time and as always, stay creative, my friends. Martin out. (sinister tone)
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Channel: CG Boost
Views: 55,750
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Keywords: blender 2.8 tutorial, lighting fundamentals, art of lighting, lighting your 3d rendering, lighting 3d characters, blender tutorial, blender 2.8, 3d, b3d, lighting for storytelling, lighting 3d scenes in blender, blender eevee, lighting in blender eevee, 3d character blender, blender, blender character creation, blender character modeling, lighting your artwork, tell story through lighting, 3d lighting, 3d lighting in blender, monk 3d model, emotional lighting, lighting basics
Id: Nn23PAOkldM
Channel Id: undefined
Length: 34min 23sec (2063 seconds)
Published: Fri May 22 2020
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