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Calling all lighting experts

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    Calling all lighting experts

    Does anyone have any good resources for studying light theory as well as UDK lighting techniques? We are just going through the lighting pass on one of our levels and I want to make sure that our LD's have all of the tools and knowledge at their disposal to really make this bad boy shine, pardon the pun

    #2
    Light theory for games is a tough cookie for free documentation, but looking into books for light theory in CG and architecture is often a good start in helping to understand - for the most part it really comes down to experience. It's not unusual for a large game studio to hire people who specialise in lighting scenes - personally I often build the architecture of my scenes to benefit my lighting before I've even started.

    Kurt Loeffler wrote a moderately decent article that I'm largely inclined to here:
    http://www.keenleveldesign.com/html/...gtutorial1.htm

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      #3
      Great find, thanks for the share.. Dug up a few of my own:

      https://developer.valvesoftware.com/wiki/Color_Theory_in_Level_Design
      

      http://www.moddb.com/tutorials/light...-hows-and-whys
      http://www.sfu.ca/~magy/conference/ieee.pdf - great indepth theory here
      http://www.flux-digital.co.uk/scrapbook/teaching/litreva.docx

      PS - If I don't catch you when it happens congrats on your 6000th post

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        #4
        Sweet, thanks guys. I can add a few:


        http://udn.epicgames.com/Three/Light...g%20noticeable
        http://forums.epicgames.com/threads/...4#post25894204

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          #5
          One thing to keep in mind is you can't use film or stage lighting techniques as they'll fail under interactive scrutiny. Make sure your light looks good at all interactive angles. In other words it needs to be more generelized.

          I've used specular highlights to pinpoint the location of sloppily placed floating lights many times.

          Interactive 3D lighting is more about location than other forms of light IMHO. For example Valve used bright locations in L4D to help you feel safe. And also used dramatic car lights to emphasize the path ahead. These types of light are less about making the subject look good and more about emphasizing certain locations.

          Another good Valve examples is the clever use of shadows to mark transitions from day to night in HL2's static lighting.

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