Wednesday, 11 January 2017

Lighting

Lighting


For my scene I want to be able to build a strong atmosphere. To do this my main idea was to have light coming through the floor boards as god rays. For reference to this I looked into a range of examples such as in; film noir, games and real life. Within film noir shadows and lighting were one of the most important aspects and stripes of light were a very common technique used to portray different affects within a scene.This is a technique which I wish to recreate for my scene in UE4.



Visualization

Once I had created a basic block-out in Maya using very low topology models. I then furtherly created the floorboards and a room above so I could visualise some ideas for a basic lighting setup. I really wanted to have light coming through the floorboards above as god rays. So I did some quick renders with mental ray to see how the scene would look with this effect. 


Once I had a decent block out and idea for the room and how It would look like lit. I went into UE4 to try replicate the effect of these god rays. By using a directional light and some dust particles I was able to get a decent feel for the room and test how it will work in my final scene. 


I tried to experiment with a range of colours. In this scene there will be 2 light sources. A lamp, and primarily a light bulb hanging in the room above giving off these rays, but I wanted to see the effects of portraying a much colder feel to the scene with blues instead of yellows



Now I set a basic lighting set up I brought in some of the models that I have made for this scene to see how they look in the lighting. I created a 6ft (183cm) tall cylinder within UE4 so I could get the scaling correct for the assets I brought in. Using this a reference I could get the sizing right so the assets don’t look wrong and out of place.

 Final Result


















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