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.
- Basics
- 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