Eric Gooch recently posted examples of his level lighting work on Resistance: Fall of Man.
http://www.cybergooch.com/tutorials/pages/lighting_rfom1.htm
I like the presentation, rollovers. The lighting is too monochromatic for my taste, but nonetheless it's fun to look at. Haven't read all the text yet, looking forward to it later, might be some good process info.
Replies
We don't have people specifically designated at lighting artists, but do have some folks that are much better at it. A lot of time our artists will throw in some temporary lighting to get a feel for the level, but then one of the lighting gurus will do a second pass on it, adding final lighting and effects. Sometimes the first pass lighting is just slightly altered, other times all of the temp lights are totally deleted and the scene is re-lit. The final lighting artists ensure consistency and quality.
As far as studying photography, I most definitely do it. I shoot a lot of reference and textures myself, but also do a lot of research using other people's stuff. Flickr is our friend here at work. As with most art, reference is vital. Both for level layout, model design, texturing, and lighting, having good reference can drastically improve the quality of your work. We've got a pretty substantial reference library that is organized by theme on our server, and we are adding to it all of the time.
The lighting is too flat, imo. Particularly in the night scenes, there is too much ambient and very few darker areas. Very little variation in color either. Still, educational nonetheless.
[/ QUOTE ]
Agreed.
I like the pixar idea that if you laid out final screen shots of your story boards, the color in the scene should reflect what is going on in the story. The color/lighting story they are telling with RFM is "its teh next gen babiez all brownz all teh timez!". I don't mean to crap on all of his work. Some of it really well done and I'm sure there where requirements placed on him as well, but really could you use another color besides overbright yellow?
Ryno, the over abundance of ambient light is something they push hard for in console games. Screen glare, bad picture quality and customers who complain about games being too dark are all issues that suck away those dark nooks and crannies.
yeah its actually great we have a dedicated lighting team now, all the guys come from studio lighting backgrounds or film, it really shows on ratchet, the bad thing about the resistance lighting info is that our tech was in its infancy at the time and it really doesn't show off what we can do now. but gooch knows his shit, and its still an interesting read.
if you want to get a better idea of these concepts applied to more finalised pipe look at the ratchet screens, the difference is night and day, no pun intended.
It's like the bump maps are being illuminated by lightmaps, it isn't just an emissive-style flat lightmap only applied to diffuse, instead you're also modulating the lightmap with the bumpmaps. Pretty cool technique.
if you want to get a better idea of these concepts applied to more finalised pipe look at the ratchet screens, the difference is night and day, no pun intended.
[/ QUOTE ]
wow, no kidding