Unreal 4 Lighting Academy....or something like that ;)

Alright…Here is the next Part! :slight_smile:

This is what you can expect of it…and well, also a slight tease :wink:

http://imagizer.imageshack.us/v2/xq90/923/JF5glu.jpg

Cheers! :slight_smile:

These are amazing! Thank you so much for contributing with this to the community! :smiley:

This is such a major help. Thank you so much for doing these!

Man, this is excelent :slight_smile: Great work! thanks for sharing your knowledge with the community.

Please, continue making it :slight_smile:

Thanks to Jan Kaluza on twiter, I’ve just found the website of Simon Stålenhag, with some of the painting references for the those first Lighting Acadmy. For instance:

http://www.simonstalenhag.se/bilderbig/december1994_1920.jpg

http://www.simonstalenhag.se/bilderbig/flyby_1920.jpg

But more importantly, there are some other paintings WITHOUT snow, which can be useful to get a better sense on what we could/would like to achive. For instance:

http://www.simonstalenhag.se/bilderbig/vertikalstaderna_1920.jpg

It now also apears that we could want a post-process to get the painting look… (this it not lighting, I know)

God I love these paintings! They are just gorgeous :smiley:

Yeah this could be very interesting to actually try out! I would say the only thing you will get with the grade and some proper texture values is the overall look an feel color and value wise. But to really push this, I would say you would need to paint your diffuse textures in his style as well and then apply some sweet custom post processing material magic :wink:

Cheers!

EDIT: actually, if you look closely at Life is Strange, they use some very similar approaches to make a lot of their stuff look like an interactive painting (not characters though, but the environment). But on their end its only 3 things that I could observe that make this look: 1) pained diffuse textures still following PBR rules though; 2) very stylized normal maps that roughly follow the painted diffuse textures and 3) they used lightmass static lighting BUT they apply a filter to the baked shadow map that makes the baked shadows look slightly wobbly and hand painted. Those 3 things together are already making a huge difference and I am really a huuuuge fan of that look (and the game!^^)

Loved that game too!

Hi I saw your post on Facebook about the lighting academy, would you be able to look at my work at some point and help me out with my lighting please. DM me so we can discuss it.

Thanks,
Silohx

I am repeating myself, but just saw the static lighting video, and it was great as the others. Thanks again!

Haha, thank you so much guys! I have Recorder the last Part of this Session where I wrap Up the scene and if everything goes well, its gonna be online tonight! :slight_smile:

After that, I will Go through the stuff I got from the community so far and will start working on the next Sessions :wink:

Hint: its probably gonna be some more interior focused Scene this time around! :wink: So keep your eyes peeled and stay tuned :slight_smile:

Cheers!

Hey guys,

last session for the first environment is online! Hope you guys enjoy it and have a great time! :slight_smile:

Thank you so much for these videos. Got some really useful tips from this from these and will definitely continue watching any future content. :slight_smile:

One thing I’ve had a hard time truly getting my head around and haven’t been able to find much documentation on is how to properly calibrate light in Unreal.
Finding a good base for realistic light during a sunny day that is correct for PBR in a dynamic scene and how it would change during overcast would be very helpful.
Do you have any tips on this? I found that the way I set up our light is a bit too bright which caused me to make our materials too dark. It looks good but I would prefer to do it the “correct” way.

Once again, it’s soooo great. I learned really a lot … Thank you for your doing this…

Good morning everyone! :slight_smile:

I uploaded the first part for a new session just now! It is more interior focused and has some neat little things to take care of that can potentially be very tricky to get right, so I think this should be fairly interesting :slight_smile:

I hope you guys enjoy and have a great day!

Thank you so much. I’ll watch it ASAP

Pleeease continue with this! I’m totally lost when it comes to lighting, I’d love to send you my project so you can rip it apart. Right now everything just looks awful and I’m kind of desperate, I just don’t have a good workflow for this.
It’s a modular office scene mainly based on the workflow from Minos tutorial [Tutorial Release] Making an Office Environment in Unreal 4 - Content Creation - Unreal Engine Forums.

I just can’t make it look good.
Please help! and keep this up, I love this stuff!

very “enlightening”! also i like the small neat tips that come along each episode, just like the SSR mode 4 setting e.g.!

Ha…I am working on it! :smiley: But thanks a lot…glad you enjoy it!

Regarding your environment, could you PN me some screenshots? We can then talk about it, but just so you know, many people have been asking so far, so we need so see how we could do it, but again…just send me some screens for a first evaluation :wink:

Cheers!

Hallo aus Deutschland :wink:
Danke für die guten Videos und Anleitungen für den Unreal Editor. Ich selbst bin erst 6 Monate damit zugange und lerne fast alles über die Foren oder Youtube.
Sehr gut wie Du den Dingen auf den Grund gehst und dafür eine Lösung suchst und findest. Manchmal erkenne ich mich wieder, wenn ich einfach den Baum vor lauter Wald nicht sehe und die Lösung so Nahe ist. Ich gebe Dir auch absolut recht, dass manchmal weniger auch mehr ist, wie z.b. bei der Stärke der Farben. Ärgert mich auch, wenn alles noch comic aussieht und nicht real und es fast immer an der Beleuchtung oder zu intensiven Materialien liegt.

Hab ne nette Herausforderung für Dich und eine Szene dazu. Ein Waldszenario bei Nacht, aber fast ohne Postproduktion. Mache einen 3D VR 360° Film und reiße mir die Haare dabei aus. So langsam kommt es in die Nähe wie ich es als gut befinden würde. Dennoch würde mich interessieren, was Du als Profi noch für Trix dazu hast. :wink:
Oh und bin Battlefield One Zocker und freue mich auf die baldige Fertigstellung des HDR - Patches. Hoffe er kommt bald.

Martin.


Hello from germany :wink:
Thanx for the good videos and how-to´s for ue4. I learn now for 6 month unreal and learning only from forums and youtube.
I like the way how you go deep and search and find a solution for the problems. Sometimes i see myself when i see not the tree in the woods but the solution is so obvious. I am absolutely with you that sometimes few is more, like saturation in colors. It drives me crazy when it looks like comic and not real and it is often only the lightning situation or the material colors.

I got a new great challange for you and a scene. A wood scenario in the night, but only with few postproduction allowed. Doing a 3D VR 360° film and it is a pain in the *ss. Now i am coming closer to what i want it to look like, but would like to see if you have some tricks as a professional for me. :wink:
Oh and i like Battlefield One and looking forward to see the new patch for HDR you doing for it. Hope it comes soon, as your new videos. :wink:

Martin.

ace3ce465ac943e1605735a8f23092da496de35d.jpeg

Hi man! its sam, you asked for screenshots of my scene, i have not clean shots. but i have a yt video from the whole scene. https://www.youtube.com/watch?v=0DE_Cc25qhg ignore the AI, its about the lighting. what is wrong? i use DFAO and an lightstudio. so yeah, thank you. sam