Render advice!

Hi!
I need some advice from all talented artists around here.
I’ve been trying to do some promo renders with DAZ Studio 4, I need to do close-ups from a male Genesis character’s head. Could be any texture set.
Problem is I’ve not been able to do anything good. I’d appreciate some advice on lighting and material settings for something like that. I always end with too dark or too over exposed lighting and boring materials…
There are many threads with useful info, I know. But I'd still like to hear good secrets and tips without going mad adjusting everything.
I’d like something vibrant and catchy. Please, help!
Post edited by Soto on
Comments
If you happen to have about $6 laying around, http://www.daz3d.com/portrait-lighting-tutorial-for-ds4 by Laticis is currently 55% off. I bought it when it first came out and it's pretty good. It's one of the few tutorials that I can actually get my results to look like the tutorial/promo results.
That's a good one by Laticis, and I've been getting some good looking results from Wowie's Photo Studio Kit... lights and SSS. It needs 2.2 gamma set http://www.daz3d.com/photo-studio-kit
...Hellyboy needs help with lighting and rendering?? What is this, opposite world?? O_o
He should be teaching us!!
at least he is trying to make it look good using Daz studio instead of taking the Reality/Luxus route so many do for promos
sadly what looks good in Poser often does not in studio, Carrara etc or vis versa and promos unintentionally mislead so many because of it
Lower level ambient with AO, like 30 to 40%, Key light from front side, slightly higher then the camara at like 50 -70%.. rim light from the opposite side of the key usually looks good 70-100%. Adjust specular strength and SSS until it doesn't look flat.. a lot of the characters on the market have very flat looking materials when rendered in normal lights 'cause they're designed to not look terrible in the super bright lights that seem to be prevalent on the market.
(shameless plug - load Oliver, add his included light set, render, be happy)
I usually use something quite similar to Fisty's settings, But one trick I use a a nice trick to simulate indirect lighting in DazStudio is to set the ambient occlusion color a nice dark moderately saturated color (for portraits I usually stick to brown or purple).
Actually I generally make all my lights somewhat colored, since pure white lights rarely happen in the real world generally I make my ambient and key lights complementary colors a la this tutorial http://bensimonds.com/2010/06/03/lighting-tips-from-the-masters/ (while it is for blender most of the stuff is applicable to other software)
Thank you all! I'm trying it all :D
I like the gamma idea. It's very helpful!