This project was a self-motivated project aimed at improving and pushing my lighting skills in Unreal. I saw how Clinton Crumpler has been pushing lighting in Unreal, and wanted to further my understanding of more advanced lighting techniques used in games.
*Update 18/03/17 - Major lighting adjustments as a result of peer feedback, Tighter bloom, More planar reflections visible, Extra faked bounced light, adjustments to the roughness of specific materials around the canopy, softer shadows, minimal building geo in the background, switched out LUT for one that emphasises a blue hue across the scene.
Any input from the Polycount community would be super appreciated. Thanks for looking!
Update 20/03/17: Major lighting adjustments as a result of feedback, Tighter bloom, More planar reflections visible, Extra faked bounced light, adjustments to the roughness of specific materials around the canopy, softer shadows, minimal building geo in the background, switched out LUT for one that emphasises a blue hue across the scene. Emphasised the streetlamp godrays as they were too faded. More adjustment are needed according to mospheric's feedback though.
Replies
I actually have colored godrays on the streetlamps but hadn't noticed that they were invisible after adjusting the LUT, so thanks for pointing that out. I will also add the rays to the window to enhance the second perspective. The sky definitely needs adjusting too, and I'll have a go at adding some type of lamp lighting underneath the awning.