First step was to overcome the sRGB color space that is required to correctly use the HDR lighting, second is to ensure that any images used as materials are clamped to approx 30- 245 range rather than the 0-255 we normally use.
Eg white = 245,245,245 and black = 30,30,30 By doing this we prevent any blow out of the whites and potential banding in the black range when seen in the engine.
Here is what the tones look like now in a render:
The next image shows the new proto typing texture and how good basic colors look with the new lighting set at full sun light:
Whilst doing this task I did set up a pallet of base colors for a few standard real world materials, by using these colors and tones you can easily set up realistic material, but more on this later
