Hey guys, apologies if this is in the wrong section, but I'm looking for advice. I'm going to admit, lighting is not my strong point and I want to change that.
All my environments in UDK and UE4, I've stumbled along with lighting and had them get let down by, basically, shitty lighting.
My new environment, I'm making an Endor inspired scene and I want to tackle lighting nice and early. Here's what i have so far in my blockout:
And here's what I'd like to achieve:
Or thereabouts.
Obviously, textures will largely affect this, but I'd love other people's initial gut reactions, especially since it's so early in the process.
Thanks!
(And if this is consider wrong section, please let me know. I figured here was best as I'm not really showing anything off.)
Replies
You're going to be using the AT-ST(right? I'm not too good with the names) as the focal point, so I'd play around with localizing the pools of light around it more so than the entire environment.
And yeah, the ATST is the focal point, so I'll apply what you've suggested, thanks!
GI is Global Illumination. It's when light bounces from a surface and reflects that light, including the color of the surface. For something like a forest, it's not as noticeable compared to indoor scenes, but it can help ground everything and make them feel a little more cohesive with the scene. In Unreal, you have the option of baking it with your lights, use a dynamic solution if you're using a terrain heightmap, or you can fake it with individually placed point lights.
A light gobo is like a texture being projected from a light. They can be used to fake shadows, like a point light projecting the light in a square texture or projecting a texture of a dirty window, or in your case, projecting light that's broken up as if it was passing through tree canopies. In Unreal, they're called Light Functions, which can be seen here with the light projecting the U logo.
Looking forward to see more