Amit Patpatia Introduction to Unreal Engine Game Lighting PBL Workflow UE 4.27UE5, learn how to master exposure, ev100, curves and multiple day of times.
In this self-paced video course you will learn how to master exposure, ev100, curves and multiple day of times. While doing that you learn what materials are poor and how to fix it. And you learn multiple approach, techniques and principles to go off the beaten path. You also improve your art fundamentals and learn how light and colour function and how it related to our lighting. Lastly, you learn about optimization.
To ensure you have the vocabulary and basic training for your eyes we show you what is needed to improve your lighting through a fundamental understanding of light in real life.
(All the video structure is at the bottom of the page. We do not point out everything on this list, it is just key things.)
Even though you are an experienced 3D Artist we as professional lighting artists must be able to communicate why the lighting is working incorrectly. Often, it starts with troubleshooting materials.
Once we show you how to spot incorrect materials and why it is incorrect. We will correct it in Photoshop/Gimp. And you will see the difference it makes before we even correct the lighting.
We explain Exposure, EV, and Curves throughout the course in different ways to ensure you get comfortable with the fundamentals of it. Although, we also showcase how to go away from it if needed. Furthermore, we show different times of day and ensure you understand many complicated things that happen contextually.
Working on settings that aid the quality of volumetric and methods that could reduce light bleeding.
Sometimes you need to go into Post Processing to tweak the color grading and effects. You learn how to do it without ruining your image while getting some introduction to the various options.
Some people get the emissive wrong but having gone through PBL workflow so far you will adjust it accordingly. You will also learn where to put extra light after the main lighting is done. Most people add tons when it is not needed.
As you progress through the course you will learn different methods, techniques, and workflow dealing with PBL Exposure and EV-based lighting. You will learn copying things does not work. Half of the course iterates on different approaches using different times of the day.
Watch and learn how to use correct exposure and then move over to artistic lighting that looks better while staying true to the fundamentals of lighting. When to adjust curves. This ensures you can adjust quickly if Art Directors needs changes.
We go through some classical paintings to further train your eyes throughout the curse to ensure you become independent in spotting issues with your lighting.
Throughout the course, there are mini reminders about art fundamentals but also how to train your eyes to be better at lighting. How to see the value and understand color.
Learning this is hard for most so we ensure to explain many techniques and principles to cover most learning methods. That is why we do not use the same approach at different time of day.
We explain about Purkinje Effect and how it relates to our eyes thus why cinema uses blue lighting a lot besides the other reasons.
We explain the importance of game optimization and some easy fundamental methods to make your environment more playable by checking your work for issues.
People use fog a lot. Sometimes too much. We explain how to subtly use it and why it can ruin your image if you overextend it. Furthermore, we explain how it affects light and color so you can better guide the whole team.
By taking this tutorial either using Unreal 4 or 5 you will be able to grow to another level with lighting. And if you want to dig deep, fast track, and become better by having us critique your work then upgrade to mentorship today.
Students who upgrade into mentorship and feedback to support themselves during the course benefits the most. These are from selected students who chose to upgrade. When you purchase the course you will be asked to upgrade if you want to.
This course and content has also been verified and co-authored further by Sander Vander Meiren who has worked on titles such as Forza and Hogwart Legacy to name a few. Sander is highly passionate about PBR Realistic Lighting and was an important addition to the team to ensure the quality and content of this course was up to date and accurate.
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