CGMA – The Art of Lighting for Games

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https://v.douyin.com/JNDRC8ykybo/

his course will allow each individuals to learn the workflow of a Lighting Artist within a AAA production, varying from realtime rendering to pre-rendered shots for marketing scenes. The game engine that will be used for this course is Unreal Engine 5, created by Epic Games, which will build strong fundamentals on how to create Baked Lighting scene and a Dynamic Lighting scene.

The students will learn how to adapt to different scenarios using Lumen and explore their favorite area of expertise within the Lighting department, covering Prop/Character Lighting, Environment and Gameplay Lighting, finally an intro to Movie Render Queue for prerendered videos for your lighting scenes. The course will provide the students with a set of different environments and assets, created by Adriano Grasso, to gain more accessibility for each student’s artistic vision.

PREREQUISITES

Maya, Basic knowledge of Unreal Engine and its tools, Knowledge of Photoshop. Course recommendations: Intro to Unreal 5

MATERIALS

Maya, Unreal Engine, DaVinci Resolve, Photoshop, PureRef

Week #1

INTRODUCTION TO THE ART OF LIGHTING

During this lesson we will dive into the basic fundamentals of lighting and where do we take inspirations from. The process will include useful links and Lighting Units to set the ground of the student’s formation. Basic Color Theory | Art Direction and Referencing | PBR/Lighting Units reference documentation

Week #2

INDOOR SCENE – SEMI BAKED

Quick Intro to Unreal Engine 5 and its Lighting Tools including Direction Light / Skylight / HFog / Reflections / Lightmass importance volume etc. Baking Instructions – EV Values | HDRi setup for baked PBR scene for Skylight | Presenting a general PBR accurate unit sheet as reference for students.

Week #3

OUTDOOR SCENE – SEMI BAKED

Outdoor Daytime – Skydome & HDRI | Reflection setup + VFX | Volumetric Fog | Player pathing

Week #4

OUTDOOR SCENE – NIGHT TIME – LUMEN

Dynamic Lighting approach on: Volumetric Sky and Atmosphere | Real-Time reflections | Fill/Area Lights | Dynamic Post Processing

Week #5

INDOOR SCENE – NIGHT TIME – LUMEN

Dynamic Lighting approach on: Volumetric Sky and Atmosphere | Real-Time reflections | Fill/Area Lights | Dynamic Post Processing

Week #6

OUTDOOR SCENE – NIGHT TIME – EVENT LIGHTING – LUMEN

Dynamic Lighting approach on: Volumetric Sky and Atmosphere | Real-Time reflections | Fill/Area Lights | Dynamic Post Processing

Week #7

CHARACTER LIGHTING 1

Rim lighting | Scene temperature based on reference and mood | Turntable Shop and marketing shots

Week #8

PROP LIGHTING 2

Rim lighting | Scene temperature based on reference and mood | Turntable Shop and marketing shots

Week #9

PERSONAL PROJECT – PART I

Create an outdoor dynamic Lumen scene, indoor baked lighting scene. Or an outdoor dynamic cinematic lighting scene and indoor prebaked lighting scene

Week #10

PERSONAL PROJECT – PART II

Quality and Balance overview | Performance and AAA production commitment times

Size:48.1 GB

home page

https://www.vfx.cgmasteracademy.com/courses/the-art-of-lighting-for-games

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