Anyone who knows me well is acquainted with the fact that I have a large background in 2D visuals. Working with light in a 3D sense is relatively the same principle as far as the general end result. You have your mid tones, your shadows and your highlights, and once color gets involved you start dealing with color theory and your colored highlights/shadows... It can all be pretty intimidating, especially for new artists and designers. Fortunately though since I have been working with concepts like these for just about 5+ years now, I can safely say I have some experience up my sleeve. Painting on highlights and setting up virtual lights in a 3D scene are two vastly different things, however they operate on nearly the exact same principals. I am well acquainted with the concept of lighting types like spot/omni/directional in my own artwork and I am also extremely familiar with how an object's material will effect the absorbed and reflected light. However, I would like to say that I am the most skilled at recognizing how a light's color, intensity, direction, and falloff effect a scene. While I would say that this unit helped my understanding of how to set up lights in 3Ds Max, it hasn't really done much to show me how light behaves in a scene, just by the fact that I am already so well versed in the topic. That isn't to say that my experience wasn't enjoyable however, quite the contrary, in fact, it reminded me of how I used to help my parents with the theater lighting back at the school my mother worked in. One of my favorite lessons was setting up RBG lights on a theater stage so that when combined they'd make white light.
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Creator InfoThis is a blog for a Game Art Design class. Future programmer and currently an artist and writer. Archives
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