I got some questions about how to work with dark-skinned characters - and also heard some comments on how hard it is to gpose them. So here's a compilation of use cases, some techniques, and setups!
This is where dark-skinned characters shine, pun intended. Point lights give a lot of flexibility, and character/environment lights are great tools to give volume and detach characters from the background.
In this example, 3 point sources are used to provide volume to the characters, without relying on character brightness at all. The Neneko Nikuman preset gives great brightness, contrast, and depth of field (DoF) options.
2 - Posing in bright settings
Contrast is a powerful tool, and dark-skinned (and dark-clad) characters can use that to their great advantage.
In this first example, a hard white light is positioned to create a strong rim light for volume, with a support gold source for tone and a light purple point to bring up the character's face. The Neneko Cocktail preset gives rich metal tones and excellent contrast.
The second example is about color. The same preset (Neneko Cocktail) is used, with ADOF+BOKEH and ADOF+BLUR enabled to give a dreamy quality to the background. Light sources emulate the sky.
3 - Colorful/Pastel clothing/scenario
You may have heard that dark-skinned characters don't go well with certain colors, like pink or white. That is not true: Dark skin palettes have as much width as pale ones, just in a different range - and light sources can bring them up.
The first example uses a very colorful background, with Neneko Lux driving the hue and brightness up. Instead of fighting it, we use the scenario colors to our advantage by projecting them around the character.
The second example is a portrait where we again use the scenario to provide hints for the light sources. Neneko Melonpan gives a nice, smooth pastel treatment. From the original state to the final result, let's see the step-by-step.
The first light is placed to emulate a cyan reflection from the water.
The second emulates the bluish reflection from the sky.
The third is pretty near and creates a sunny rim light.
With everything in place, we can enable the preset - and play around with DoF to decide how much we want to detach it from the scenario, taking away attention from the background and popping the character.
4 - Posing together with fair-skinned characters
We can borrow some practices from real-life photography. The most important: center light sources around the dark-skinned character. This will give you enough contrast to play with, and lessen the amount that reaches the other.
Here we can see placement and tone:
5 - The default in-game lighting leaves much to be desired
True to an extent. The in-game settings are apparently tuned towards a common denominator between wildly different form factors (i.e. PC, Playstation 3-5), so a muted palette is used.
This results in ashen colors and small gradient differences between dark tones in certain situations; keep that in mind if you're looking for locations. Again, lighting can be used to remediate - but not eliminate - these limitations.
6 - Composition (Extreme)
Compositions with lots of glow elements make it hard to pop the character features: since armor and weapons don't emit real light, everything needs to be compensated with the three point lights, plus character and manual scene brightness.
In this case, I positioned the character in such a way as to hide frontal reflections while still bringing his expression out a bit with well-defined rim lights.
(please, please ignore the Evil Hair Clipping of DoomTM)
And here's the light setup:
7 - Final(?) Thoughts
This isn't, by any means, a comprehensive guide. Dark-skinned characters come in a glorious amount of shades and tones, so I tried to keep it simple and discuss some basic aspects.
If you have any questions, feel free to ask! It'll help others that may stumble over this thread.
And thank you for your patience!
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Previously, we talked about gpose controls and how to use them in a controlled setting. But instances offer amazing places for scenario composition: so grab your backpack, we're hitting the Duty Finder!
One thing that may escape our attention when planning for solo shots is that it's very easy to use dungeons as backdrop: Newer dungeons benefit from Explorer Mode, while older dungeons can be entered solo by selecting Unrestricted Party. Both options can be found under Settings.
Raids, on the other hand, can be finicky. There's no Explorer Mode, but regular 8-people raids can be accessed with Unrestricted Party.
Some (I'm looking at you, NiER raids) have access points that you can use to jump into an empty copy of the raid instances.
Quick GPose tip:
You can use profile-relative positioned point lights to give volume and definition to faces and expressions. It's super quick to set up, and it cleans up jagged light projections too!
Did you ever lose your keybindings or HUD layout configuration?
Or maybe preset changes, or wish you could revert a preset you modified a bit too much?
From Wikipedia: "Portrait photography, or portraiture, is a type of photography aimed toward capturing the personality of a person or group of people by using effective lighting, backdrops, and poses." en.wikipedia.org/wiki/Portrait_…
Given the nature of this theme, we'll be relying heavily on facial expressions. If you want to learn more about how to use the gpose tools for that, check out this thread: