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UE4 Lighting | Wiktor's Deus Ex Corridor Re-Lit

greentooth
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FULGORE greentooth
https://www.artstation.com/artwork/LVlg0



As much as I like the original environment, since it's available for free, I thought I'd give re-lighting this corridor a shot with 4.16 - drawing inspiration from DOOM, Blade Runner, and the Palisade levels in Mankind Divided. The sci-fi theme was an interesting excuse to experiment with LightFunctions :) (even if I could have further optimised my lightfunction textures, I know)

ALL ASSETS, TEXTURES, AND ORIGINAL SCENE BY WIKTOR ÖHMAN
(original: https://www.artstation.com/artwork/vm0D )



I ran into some strange issues in the office interior behind the glass divider, so I pretty much just used it as a big emitter for a spot light that interacted with the volumetric fog and cast some interesting shadows. What I primarily wanted to achieve was some interesting shapes - via lightfunctions - for the main blue-teal lights, with the main oval light being pretty dominant and using the smaller strip lights to make a "path" of light leading up to and casting onto the big orange door at the other end. I tried to divide the scene into "areas with doors" - with more orange GI bounce action going on, and the "waiting area" - primarily teal and providing the heavy dose of vol. fog.


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