Lighting is such an important part of your scenes - one might say the most important part. I am really happy to work with amazing lighting artists who make my Level Art look good - but at the same time as I can vocally express my intentions, I always felt like my actual lighting skill sucked or at least is sup-par.
Time to get better at it.
I spent my last couple lunch breaks looking into the tech behind real-life lights and watched a rather reassuring interview with Boon Cotter who mentions his gut-feeling and lots of iteration to get amazing results (seriously his Uncharted 4 work is awesome).
And I think the last part of that is important. Iteration. No need to rush something if you can slowly dial in lighting and get a feeling for the atmosphere and how to get it.
I did switch Unreal over to manual exposure and tried my lamps by their real-life values. Oddly enough this scene renders out like this with a Shutter-Speed of 60 and an ISO of 100. If my (limited) DSLR work is anything to go by I would have expected an ISO upwards of 800 and a much, much, slower shutter. Either UE4 is off - or I am doing something wrong. That aside iteration and changes to the light intensity and temperature have brought the light closer to what I set out to have.
Even if it's slow on a laptop I love the result of baked light. There is an amount of atmosphere to it you just don't yet (or ever) get from dynamic lights. The way a good light bake spills into a room and almost looks like a still render -- you can almost feel it.
I think I'll leave the light settings like this for now; it's time to move on and come back later.
This is a high-poly model for the lamp in the scene on the left (blockout in the screenshot above):I have had this idea for a while now: model and texture a high-poly.
Do all that texturing procedurally (and in Blender). Then bake it down to a low-poly. In theory, what this means is a photorealistic high-poly and textures are baked into a low-poly game asset. Think of it as photo-scanning - except its partly procedural, digital, and never leaves your computer.
"Digital Photogrammetry" so to say. (Because who wants to go outside during a pandemic anyway.)
I have a high-poly lamp now. Time to spent a couple of days on procedural texturing - I'd like to not use any image textures; avoid repeating details. Again, in theory, this means no matter the low-poly polycount or texture size you can come back in 10 years and bake out a higher resolution version - you basically have a near-infinite detailed version always at the ready to bake down from.
I'll see how it goes and will write about it - if it goes well expect a Blender Tutorial for this workflow.
-Lukas



