Tutorial - Creative Lighting Basics

This tutorial looks at how to approach lighting a scene, beginning from a utilitarian perspective - how to rig a simple, bright work light to make it easy to flesh out the scene - to creating a distinctive mood through fog and selective dynamic lighting that responds to game events. Topics covered:

  • 01:36 Creating a work light
  • 02:01 Falloff implementation
  • 04:17 Using attenuation bulb size
  • 05:24 Understanding the shadow spec setting
  • 08:28 Lighting the hangar - general practical lights
  • 10:35 Using projector lights
  • 12:19 Assigning textures to projector lights
  • 3:27 Considering color temperature
  • 14:55 Basic color theory and attracting the eye
  • 15:41 Using SVOGI 18:28 Using environment probes
  • 21:19 Lighting the hangar from an architectural perspective
  • 22:10 Building fluorescent light fixtures
  • 23:29 Building a multi-material for a fluorescent light
  • 25:45 Adding a light component to the fluorescent light
  • 28:30 Converting the fluorescent light into a prefab
  • 31:21 Adding lights to lead the player's eye
  • 32:12 Adding lights to clarify NPC roles
  • 33:48 Attaching a light component to an AI character
  • 36:05 Attaching a headlamp to the player using Flow Graph
  • 39:56 Using volumetric fog
  • 41:30 Looking at a fully lit level
  • 43:55 Final creative lighting touches: alarms, tracking searchlights
  • 44:47 Summary