17 LIGHT­ING A VIC­TO­RIAN IN­TE­RIOR IN UN­REAL ENGINE 4 WITH MARIA YUE

Video game light­ing artist Maria Yue re­veals her work­flow for de­sign­ing and set­ting up the light­ing for a Vic­to­rian in­te­rior in un­real Engine 4.18

3D Artist - - 23 TIPS FOR BETTER LIGHTING -

01

Gather ref­er­ence for light­ing de­sign Gen­er­ally i’m look­ing for im­ages with a sim­i­lar light­ing style to my project. Hav­ing ref­er­ence im­ages with sim­i­lar cam­era an­gles helps a lot as well.

i use pin­ter­est of­ten as it’s a great re­source for im­age gath­er­ings and mood board cre­ation but of course there are nu­mer­ous other places and web­sites you can use for in­sipra­tion.

02

Pre­pare the key light to re-cre­ate the gloomy ‘english’ weather, i have cho­sen a dark sky HDR tex­ture as a base for sky­box. i use a power node to con­trol the ex­po­sure of my HDR sky­box to give me more con­trol over the bright­ness. A sky­light has to be bright enough to bounce into the room. this bounce light will be our en­vi­ron­ment light. it will also serve as a base to light the de­tails.

03

Light de­tail with en­vi­ron­ment fog set­ting up en­vi­ron­ment fog be­fore de­tail light­ing will give me bet­ter con­trol of the gra­di­ent in a scene.

Usu­ally, at this step i will tweak the tone map­per and ex­po­sure setup again, be­fore man­u­ally plac­ing an­other light source.

i will then push the de­tail fur­ther by us­ing spot­light and omni light.

04

Fi­nalise the light­ing Use the colour tem­per­a­ture on your light en­tity to main­tain the co­her­ence be­tween warm and cold tones. You can ad­just lo­cal light, fog and par­ti­cle ef­fects to en­sure ev­ery­thing is blended to­gether. in my fi­nal stage i dou­ble check the den­sity and colour of the fog and smoke, to en­sure the den­sity is rea­son­able and the colour blends into the whole scene.

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