myztsfm answered:
Wall of text incoming:
- Almost always lower the tonemapscale (map brightness) before doing anything
- Start with a basic three point setup - you want the rim + key lights to be the brightest and the fill to be darker - the goal of your lighting is to make the subject stand out from the background and to highlight key features
- Try to keep the light count as low as possible to keep things looking natural, but add very subtle lights where needed (I sometimes use lights with intensity of ~0.002 inbetween key and fill lights to blend them together).
- If the map you’re using makes your models lit weirdly due to the map’s default lighting, use a lighting override to fix it
- Use complementary colors that match the mood of the scene, map & pose
- You’ll always want to modify the shadow filtersize for each light - low filtersizes are good for harsh shadows and harsh lighting, high filtersize for softer ones. Lowering the shadow attenuation can help produce more natural shadows as well (especially when combined with volumetrics).
- As a general rule I always lower the AO radius and increase AO bias, the extent depends on the lighting/map. Always render with 128+ samples.
- Post-process using Photoshop/After Effects/Magic Bullet Looks to fix up oddities like odd shadows and sharp edges, add some extra AO, and color correction.
- Not lighting related but something I noticed in your pictures, you should use a lower camera FOV and back away from your pose instead of getting up close and using a high FOV to fit everything in. This prevents models getting all distorted and weird-looking towards the edges of the shot. See this
There’s a lot of other stuff that I left out.. I might make a tutorial with images :)