Hi, there.
Ofc i know how to light a map ;p.
but i just want to hear some tips and / or tutorials.. bcoz basicly i am CRAP in doing lightnings
So, bring those tips , tutorials etc in plx!
Grtz
Lighting a map.
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Lighting a map.
Latest map » CTF-Sanctum
Work in Progress » A BT Map in Gray & White style ; a w00tabulous map ; a regular CTF map & another big project.
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- Feralidragon
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Re: Lighting a map.
I don't like that tutorial.
There is one lil thing you should always take in consideration when you're adding lights.
Each light must have a source, like a lamp or the sky. Lights that float around in the middle of nothing look horribly wrong.
There is one lil thing you should always take in consideration when you're adding lights.
Each light must have a source, like a lamp or the sky. Lights that float around in the middle of nothing look horribly wrong.
- Feralidragon
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Re: Lighting a map.
The tutorial from the link I gave already tells you that, and that's not entirelly true:Myth wrote:I don't like that tutorial.
There is one lil thing you should always take in consideration when you're adding lights.
Each light must have a source, like a lamp or the sky. Lights that float around in the middle of nothing look horribly wrong.
"And please use light sources. Nothing looks worse than a map without light sources/lamps. "
"The global light does NOT need light source, only local lights need one."
Re: Lighting a map.
That's one of the reasons why I hate that tutorial. It tells a modified truth which in some more complex situations leads to misunderstanding.
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Re: Lighting a map.
know that tutorial..
used it before,
i basicly use lightsources y ;p
just need some tips bcoz basicly my lightings are just dire,
-._!
used it before,
i basicly use lightsources y ;p
just need some tips bcoz basicly my lightings are just dire,
-._!
Latest map » CTF-Sanctum
Work in Progress » A BT Map in Gray & White style ; a w00tabulous map ; a regular CTF map & another big project.
Work in Progress » A BT Map in Gray & White style ; a w00tabulous map ; a regular CTF map & another big project.
Re: Lighting a map.
This is just about rule #1, also to expand that, one light (actor) isn't enough just to light for one light, that probably sounds confusing, so here's an example:Myth wrote:I don't like that tutorial.
There is one lil thing you should always take in consideration when you're adding lights.
Each light must have a source, like a lamp or the sky. Lights that float around in the middle of nothing look horribly wrong.
1:there is a small cube added onto a wall, this will be the light the played sees.
2: (optional) if you want a corona, one light will be used as a corona
3: One light will be used as a "highlight" as just one light actor gives the room too much of a bland feel.
4: Another light will be put close / same spot to #3 with generally a lower brightness and higher radius so to light the room well (hues and such might be done slighty to if it doesn't look right by default)
5: (optional) a "reflection" light, which is used for extra impact when walls would shine particularaly well i presume, never really bothered with this though.
Also, zonelighting is alright, but only in small amounts if you ask me, it's a lot easier to light up that massive outdoor terrain with skybox using zonelighting then highlighting particular places rather then to try and light the whole place equally (or by how the lightsources are coming from) with lights, and a very dark atmosphere that you can get with zone lighting is a lot better then bitch black / light overlapping that can happen with usage of multiple light actors.
Aboves just my opinions 'bout it btw, Don't really know many in-depth lighting tutorials, I suppose you could try and look for one in another editor then transfer that knowledge to the unreal editor if you have no luck finding one for Ued.
Re: Lighting a map.
There, now I lost my faith in humanity...NinjaNali wrote: 1:there is a small cube added onto a wall, this will be the light the played sees.
2: (optional) if you want a corona, one light will be used as a corona
3: One light will be used as a "highlight" as just one light actor gives the room too much of a bland feel.
4: Another light will be put close / same spot to #3 with generally a lower brightness and higher radius so to light the room well (hues and such might be done slighty to if it doesn't look right by default)
5: (optional) a "reflection" light, which is used for extra impact when walls would shine particularaly well i presume, never really bothered with this though.
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Re: Lighting a map.
Thanx for these tips. I currently basicly use the 3 lightnings and the lightcone out of davidM tutorial. but y. i just need to practise around with lights more..
any other tips and hints are welcome ;0 'd
any other tips and hints are welcome ;0 'd
Latest map » CTF-Sanctum
Work in Progress » A BT Map in Gray & White style ; a w00tabulous map ; a regular CTF map & another big project.
Work in Progress » A BT Map in Gray & White style ; a w00tabulous map ; a regular CTF map & another big project.
- smeerkat
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Re: Lighting a map.
Lode's lighting tutorial : http://lode.planetunreal.gamespy.com/li ... hting.html
- [did]Madis
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