Lighting Breakdown – Scifi Bunk

By March 22, 2019Breakdown

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.

Color Wheel

Greyscale Lighting

Grey Scale

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.

Lighting Color Mode

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.

Lighting With Material

Post Processing

Post Processed

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.

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.

Contact Shadow Length

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.

Moveable Lights

Window Material

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

Window Material

Reflection Probes

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

Reflective Surface

Summary

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

Final Version
Final Version
Final Version
amit
Author amit

Amit is an experienced game developer and artist having worked as producer, level designer, game designer and lighting artist over the years. He also has long experience in entrepreneurship, business and investments. On top of that he has a huge amount of experience in education, teaching and mentorship.

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