Instructinator

2 UT3 Lights and Static Meshes

Basics of Light Sources

  • Always place a mesh or use part of a texture or something to show where the light is coming from. Light doesn’t just come from nowhere.
  • From that source your light should hit a surface closest to it with a brighter light.
  • There are other light rays that fall off from that. The backsplash from the highlight where the light hits the bright surface. This must be represented.
  • Place a larger but much less bright light to use as the fall off. This is the actual area light.
  • You may also want to light the mesh your using as a light source , sometimes they need a back light to make them stand out from the wall, or to be lit at all.
  • For more visit:  http://waylon-art.com/LearningUnreal/UE3-09-Lighting.htm

Tips:
Hold “L” and click on a surface to place a basic light actor
Ctrl+L and click on a surface creates a small light that matches the colour you clicked on

Lighting Techniques

    • Basics
      • Lighting is never pure white
      • Everything must have a light ‘touching’ it
      • Only use bright lights near light fixtures
      • Use lower intensity (bounce lights) with opposite colour to primary lights to light shadows
      • Rim lights in Level Design are tricky in 3D spaces and thus…
        • Are either other Primary Lights – structure your level accordingly
        • Are placed in non-interactive areas
      • Corners should be darker than walls
      • Generally speaking, the lower the geometry is to the ground, the darker. The further geometry is from anything related to gameplay, the darker.
    • 3 Point Lighting
      • Key Light
      • Fill Light
      • Rim Light
    • Natural Light
      • Daylight: Yellow Primary, Blue Bounce (or shadows)
      • Moonlight: Blue Primary, Yellow/Orange Bounce (or shadows)
    • Advanced Lighting
      • Lighting modifies colour information by multiplying the colour values of the light and texture
      • White Light: does not exist in nature, may be useful for a VERY bleached effect. Simply amps existing texture colour up and and down in brightness, may allow texture flaws to show through easier.
  • Visual Design

In general if you have a light with small radius it is brighter, and area or ambient lights with larger areas have less brightness. This creates contrast needed to make the light believable.

Static Meshes

  • Static Meshes are not BSPs
  • Static Meshes are much easier to render especially if repeated!
  • To add a static mesh, open the generic browser and ensure that static meshes is checked in the list.
  • Browse to any package Eg. UN_Cave and right click and chose “Fully Load”
  • In your perspective view port, right click, choose “add actor” > “add static mesh”
  • The static mesh you have selected will be added in that spot you right clicked.
  • You can edit the scale of a static mesh by changing the first field in the row on the lower right.

Proper use of static meshes

  • Cover all BSP Corners. Make sure all the edges are rounded or braced by geometry that helps to suspend disbelief.
  • When placing static meshes it is important to be wary of their collision meshes.
    • Turn on collision in your viewport  options

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