Hello everyone,
I'm currently working on this UDK project, and I've got inspired by the movie "1408" to create this 3D environment.
Here are some screenshot from the project.
This is the kind of lighting I'm going for, but it still needs some work. Doe anyone knows how to get a nice beam of light like the one in the image in UDK:
Replies
This is where I am at now:
Put more light in it and did some more color correction:
keep up the good work and good luck.
Thank you!
I'll think about this for the alternative lighting scene I'm working on right now. I'll update the thread tomorrow!
Thank you again for all the critiques, you guys are really helpful!
This is how it looked back in december, for the lighting brief.
https://vimeo.com/114689139
A couple of the brighter lighting setups and particularly the blue one looked closer to the films lighting in the video.
You might also want to possibly look into tweaking the value/brightness of your diffuse maps (hard to tell currently what value they actually are), as the wooden debris looks particularly black compared to the other burned areas.
You may try looking at the burnt objects in the room of from the film to try and get an idea of whether your textures might be too dark.
Having somethings lit by fresnel/rim lighting might also help pop out some objects but I'd keep it rather subtle since its an indoor scene. Feel free to use "fake" light sources as well to have full control over how its lit. (IE fill lights, secondary lights, etc. with shadows turned off them so its not noticeably breaking the whole laws of shadows and physical light sources) Think of lighting a scene in a game as more of a Hollywood or Theater type approach, and if you think it really needs a lot more lighting that will be more noticeable than ambient you could always add in a model such as a knocked over lantern/flashlight/etc to give it a point of reference to the player, or perhaps something is still burning a bit.
I will have to look into that... I sincerely have no idea how to do that!
Yeah, that's the texture for sure, they were very dark on the wood planks sticking out from the floor.
Thank you! I haven't thought about switching the shadows off! That's actually a very smart thing I could've done!
Thank you, again!