Hello! This is the super experiments page, where I delve in to the science behind professional-grade studio lighting and how you can get similar effects in Garry’s Mod and minimizing your efforts in post-processing applications while at the same time getting much better results.
really didn’t want to post but whilst experimenting I discovered a great example of how lighting and colorization should be done in a picture in conjunction with depth of field and focus: to saturate the subject with color and desaturate the remainder of the picture while dimming out the background and highlighting the subject as well. old technique; rarely applied to garry’s mod.
the thing that bugs me is that this effect is hardly used. it’s so simplistic to do; especially in the day and age of both simple vertex lights and phong rimlighting. L4D and CSS models work wonders (especially the CSS phong pack on FPSBanana when customized right) in terms of applying the right amount of rimlighting, but you can apply it to anything – if you know what you’re doing – ingame and never need to touch the dodge/burn tools in your post-processing app, which comes out blatant (this example has some burn on the replica’s helmet, and you can see how it bleeds off in to the BG on the left. left that there so you can see the flaw of burning and dodging that will never be fixed unless the subjects themselves are absolutely isolated on a separate layer). really, you shouldn’t have to do to much editing to get great results. I strongly recommend playing around with color balance (Ctrl + B in Photoshop) and even using a desaturated layer with color balancing. You can achieve great colorization and lighting BOTH with color balance and without the levels or brightness/contrast tools, which in my opinion are useless for balancing highlights and shadows.