I’ve not finished building the scene (below) yet, but I’m struggling to get a satisfying look to the setting. I’m not looking for photoreal exactly, but so far it’s not feeling good enough. Any tips? Thanks in advance
I think lighting is where I’m struggling, there’s two plane emissions behind the camera filling the scene, an area coming through the doors at the back, and points for the blue lights on the floor and ceiling lamps.
I wasn’t sure how to engineer a 3-point lighting setup in this situation, I’m used to lighting a single object rather than a whole scene.
Perhaps you could define the light as coming primarily from lamps otherwise present in the scene, say the white circles at the top of the corridor, or significantly increasing the brightness of the blue lamps you mentioned (both with, probably, the corridor extended farther out of view). This would explain to the viewer the origin of the light, rather than using light dominantly from the sources that do not posses a realworld counterpart, and cannot so naturally be justified or explained in the actual scene.
The key to making an object exist in a scene realistically, is to make sure it looks as if it is lit by the scene that it’s in, and that it all makes sense logically
You kind of have to abandon the 3 point light setup you’d use as a starting point for lighting a studio lit object.
Unless he’s gliding towards an open, bay window (unlikely) he’s going to be primarily lit by the hallway lighting fixtures overhead. The light from the back left can be realistic, we just assume an open door with light streaming in or a window we can’t see but that makes sense.
it will increase the drama and realism of the shot.
I’d start with hiding the “front light” and increasing the brightness of the blue/yellow overhead fixtures and see where that gets you. Part of that will be to extend those fixtures behind and past the camera because presumable the hallway continues behind the viewer.
then, after that’s balanced, you can add a main light to fill the front, but keep it small and just play with the brightness to get the blending into a realistic realm, much like shooting a portrait in an existing environment.