This tutorial looks at how to approach lighting a scene, beginning from a utilitarian perspective - how to rig a simple, bright work light to make it easy to flesh out the scene - to creating a distinctive mood through fog and selective dynamic lighting that responds to game events. Topics covered:
- 01:36 Creating a work light
- 02:01 Falloff implementation
- 04:17 Using attenuation bulb size
- 05:24 Understanding the shadow spec setting
- 08:28 Lighting the hangar - general practical lights
- 10:35 Using projector lights
- 12:19 Assigning textures to projector lights
- 3:27 Considering color temperature
- 14:55 Basic color theory and attracting the eye
- 15:41 Using SVOGI 18:28 Using environment probes
- 21:19 Lighting the hangar from an architectural perspective
- 22:10 Building fluorescent light fixtures
- 23:29 Building a multi-material for a fluorescent light
- 25:45 Adding a light component to the fluorescent light
- 28:30 Converting the fluorescent light into a prefab
- 31:21 Adding lights to lead the player's eye
- 32:12 Adding lights to clarify NPC roles
- 33:48 Attaching a light component to an AI character
- 36:05 Attaching a headlamp to the player using Flow Graph
- 39:56 Using volumetric fog
- 41:30 Looking at a fully lit level
- 43:55 Final creative lighting touches: alarms, tracking searchlights
- 44:47 Summary
Overview
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