Thanks Jorzi. When I said "experimenting with multiple light sources" it was more like bumbling around.Jorzi wrote:Very nice concept, a few crits/suggestions if I may
-The background cliffs/mountains being untextured is something I assume you are going to address. Alternatively, you can make them much darker so that they only show up as a silhouette. Not sure how this will affect the overall color composition of the scene, though.
-The lighting on the base is good, and your use of coloured light and bumpmaps really works, but one thing is still missing: you don't see the lightsources. This is of course something commonly encountered in computer graphics. Lightsources don't show up because they have no geometry, unlike a real lamp where you can see the tungsten filament. In other words: we need to fake it. The usual approach is to make some brightly coloured semitransparent geometry, that doesn't interact with the lighting on the scene. Warzone does this all the time, for example here: download/file.php?id=12553&mode=view
As you can see on the landing lights, the center part is totally white, while the edges are approximately the color of the light. The tricky technical part is to specify that they shouldn't take scene lighting into account nor should they cast shadows (otherwise they will block the actual lightsource, paradoxically enough).
In addition to the natural environmental, I had 4 sources within the base. In the environmental natural I made a color mix that was different than the 4 inside (made the same color mix but I altered the parameters of each). I see what you mean about "faking" those light sources and the interaction with the natural ambient.
Gonna go ahead and post the set of still caps I did earlier of this sequence (I was messing with the parameters throughout)... while I go ahead and follow through on your suggestions going forward. Yea, still need to create distant mounts with textures.