
Reference/Color Wheel
The first thing I did was look for general references that could work for me. And after that I decided to create a colour palette that I think might be interesting to do. This scene is popular to light, so I wanted to use colours that were less popular. For that reason, I went with teal, purple and yellow/orange.

Greyscale Lighting

My preferred way of lighting is to get the greyscale the way I want it. So I focus on where the light should come from, where is it hitting and generally ensuring that the values from light to dark is clear.
Deciding on Color
Once I have an idea I go back and forth deciding where the color should be for what, its intensity and range.

Shadows
As the process continues I start looking at the darkness and which method to use to remove complete blackness when viewed with materials on.

Post Processing

For this particular scene I decided to lean on stationary light a bit, and use post processing volume to bring out the light using exposure and global illumination.
IES Profile
I would adjust the IES profile to get the desired effect, which meant changing intensity and range to deal with the changes that came with using IES profile.

Shadow Length/Shadow Bias
Certain stationary lights where not giving contact shadow and it took me some time to realize I had to adjust Contact Shadow Length. For the movable lights I adjusted Shadow Bias.

Detail Lights
For the few detail lights I prefer using movable lights, and those tend to be added to a different lighting channel to save resources. Additionally, I will turn off shadow if possible. This makes moveable much cheaper to use.

Window Material
To get the desired look for the window, I changed the map and overall settings to get the look.

Reflection Probes
Eventually I added reflection probes to see if I wanted to make any changes or adjustments.

Summary
Naturally during the process I added dirt mask, bloom, colour correction and tweaked the lights into I got it just right.


