Lighting Options in the 3D World
If you know the types of materials that you want to use for a scene, then you are one step closer.
If not, you should probably determine the types and colors of the materials you intend to use.
If you are working in an environment where others are designing the materials for you or you simply are unable to assign the materials, then assign a wire frame color to the object that most closely represents what the probable material will look like.
You will probably have to tweak the lighting once the actual material has been assigned because you can't always account for such effects as reflectivity or bumpiness, but at least it is a little less work than if you had not assigned a similar wire frame color at all.
After you have got your model and either your materials or a close representation of them ready, you can begin determining which type of lighting option you should go with.
Balanced light is simply a lighting option that involves the usage of multiple light sources to evenly illuminate a scene.
Essentially, this option works well for illuminating a space, such as a room or area in which there is no particular spot that you intend to focus the audience.
You can use a combination of Fill and Direct lights to evenly illuminate your scene.
Balanced light typically involves many rendering passes to get it right.
For the best effect, make sure there are not "hot-spots" (overly lit areas) or shadow spots.
An effective light covers the entire scene evenly.