Man there's so much knowledge inside those videos. It's really nice to follow the way you think when solving problems, and it's actually entertaining. Thank you so much!
Thank you so much for these videos. The nitty gritty of lighting is very often overlooked and you are one of the only guys covering it. I super appreciate these videos.
Just a heads up on the lightmap resolutions - if you increase the minimum resolution in the static mesh settings, your UV clusters will take up more of the UV space. For example if your at 64 (default) for your resolution and you up it to 128, you can also increase the minimum lightmap resolution to 128 and you'll get a much better and efficient lightmap channel. Keep up the videos, tons of good info!
Josh Williams Thanks for pointing this out! I totally forgot to mention it since I was mainly focused in Just rushing through this to get to the fun stuff, but this is indeed super valuable information for everyone! :)
I really like your channel! It's one of the few channels where I periodically check for a new video :) It could be nice at the end of your videos if you had some before and after pictures that showcased the progress you made. Anyways, great stuff!
These videos are by far the best tutorials about UE4. Thank you so much for sharing your tips and tricks. When I first watched your videos, I was back to a "novice", so much little details and parameters you go through that make a difference. I do mostly archviz and I would love to see how you tackle interior lighting in your future videos. It's funny to see that the end results of your video kinda have that DICE artistic feel to it haha, just something I noticed. Keep it going !
Hallo aus Deutschland ;-) Danke für die guten Videos und Anleitungen für den Unreal Editor. Ich selbst bin erst 6 Monate damit zugange und lerne fast alles über die Foren oder TH-cam. Sehr gut wie Du den Dingen auf den Grund gehst und dafür eine Lösung suchst und findest. Manchmal erkenne ich mich wieder, wenn ich einfach den Baum vor lauter Wald nicht sehe und die Lösung so Nahe ist. Ich gebe Dir auch absolut recht, dass manchmal weniger auch mehr ist, wie z.b. bei der Stärke der Farben. Ärgert mich auch, wenn alles noch comic aussieht und nicht real und es fast immer an der Beleuchtung oder zu intensiven Materialien liegt. Hab ne nette Herausforderung für Dich und eine Szene dazu. Ein Waldszenario bei Nacht, aber fast ohne Postproduktion. Mache einen 3D VR 360° Film und reiße mir die Haare dabei aus. So langsam kommt es in die Nähe wie ich es als gut befinden würde. Dennoch würde mich interessieren, was Du als Profi noch für Trix dazu hast. ;-) Oh und bin Battlefield One Zocker und freue mich auf die baldige Fertigstellung des HDR - Patches. Hoffe er kommt bald. Martin. __________________________________________________________________________________________________________________________________________________________________________________ Hello from germany ;-) Thanx for the good videos and how-to´s for ue4. I learn now for 6 month unreal and learning only from forums and youtube. I like the way how you go deep and search and find a solution for the problems. Sometimes i see myself when i see not the tree in the woods but the solution is so obvious. I am absolutely with you that sometimes few is more, like saturation in colors. It drives me crazy when it looks like comic and not real and it is often only the lightning situation or the material colors. I got a new great challange for you and a scene. A wood scenario in the night, but only with few postproduction allowed. Doing a 3D VR 360° film and it is a pain in the *ss. Now i am coming closer what i want it to look like, but would like to see if you have some tricks as a profi for me. ;-) Oh and i like Battlefield One and looking forward to see ne new patch for HDR you doing for it. Hope it comes soon, as your new videos. ;-) Martin.
Maaan. How cool are you. Now I understand why. DICE is an amazing team which always pay attention to lighting. And Battlefield 1 and Battlefront is one of the games with best visuals. So now I know you are the one of that guys :D Now this lessons is twice interesting to me.
These videos are a lifesaver. Thankyou so much. What did you do to fix the problem of the skylight bleeding into the interior? You touched on the issue but I didn't hear an explicit fix. I have the same problem in one of my environments. Apologies if i missed something.
podizy Ah sorry, it kinda Fell through the net.^^ all those Rocks were Set to movable instead of static inside the blueprint which is why they werent baked properly. changing this fixed it ;)
51Daedalus Thank you for the quick reply! Makes sense. Once again these videos are amazing. Lighting is still a trial an error experience for me and see your process is really helping form my own workflow.
Loving the videos man, really, really helping me out with uni! I do have one question, with lightmaps, is it better to have them as islands or to have them stitched together like a uv? I usually just save my uv's and then load them into my second channel and them give them spacing, I very rarely (like ever) see anyone do this, am I doing it wrong?
James Smith hey man, thanks for your kind words! Regarding your question....that's a tricky one ;) generally speaking, you should have as less seams as possible on lightmap UVs...however, if you have a low Rez lightmap, and a pixel stretches across a corner, that pixel only has one value Wich will also be visible on the other side of the corner, so you have to keep things like that in mind. I could probably talk for more than a week about lightmapping, as it's a deep topic^^ just experiment and see what works best over time ;)
Hey man, thank you so much! Exactly, I get those scenes from people in the community and I go over them and share my thoughts and workflows. This is explicitly not meant to be a step by step thing people can follow, but rather a glimpse into the world of how a professional would tackle certain cases and how all the different pieces could fit together. I want to emphasize to open your minds and find creative ways of solving problems and how to figure things out. So I believe that following along these tutorials with the scene at home is actually counterproductive to the way these are meant :)
oh and great video btw, enjoyed the full length of it as a total noob of how lighting works. Looking forward to the next video, especially how the lights under the water will turn out.
hi man! great leason! but i was wondering. im making a game. and i struggle with the photo realism outdoor. can u steer me a bit? or if you want i send the level to you for an sesion. Sam
Hey man, glad you like it! Feel free to join the discussion on the forum! You can post screens there and we can talk about stuff as well. I would really like to see what you have so far, but I also have to be a bit careful with promising what to work on next since many people have already asked ;)
Hehe...some do, but workflows might sometimes still be significantly different, so it's not that easy to just switch and instantly rock :D But I do understand where you're coming from!
51Daedalus hello! Thank you for your reply! I do know this engine is unavailable for me, but I would like to see what it is capable of, just to replicate it in my own engine. DICE decided to start to build their own engine - for what? I don't believe that reason is technical drawbacks of industrial engines. And when exactly DICE started the development of Frostbite? Thanks!
Every big Studio/Developer has their own tech. Its smarter for them to develop something that suits their needs. EA has Frostbite, Ubisoft has Anvil next and Snowdrop, Rockstar has RAGE. Its common practice. Those Engines are not for the public and thats the reason why you never see how they work :) Also a lot of it is kinda secret....so I cant just run around and show Frostbite to random people....I would actually get sued if I would do that :D
51Daedalus ok, I understand you. What is your common sense about their tech? How mature it and what exactly you can do using frostbite instead of unreal (except enlighten)? And do I really need yo bother with it? Or I just need to build something open and not top secret to be able for the same output on the screen? And DICE said that they had got ANT, audio engine and other tech from EA, so I wonder when the development of Frostbite has began? Stefan Boberg said that in Apr, 2004, but guy in the marketing video said in 2006.. Thanks!
I am afraid I cant talk about all these details and a lot of it, I also dont know or care. I would need to google for answers, but I think thats something you can do on your own^^ Also, I havent worked with any other inhouse engine than Frostbite, so I cant say anything in regards to other tools. Sorry!
You have to be one of the only people to cover in-depth lighting, I really learnt a lot please continue these, thank you so very much
Man there's so much knowledge inside those videos. It's really nice to follow the way you think when solving problems, and it's actually entertaining. Thank you so much!
Thank you so much for these videos. The nitty gritty of lighting is very often overlooked and you are one of the only guys covering it. I super appreciate these videos.
Just a heads up on the lightmap resolutions - if you increase the minimum resolution in the static mesh settings, your UV clusters will take up more of the UV space. For example if your at 64 (default) for your resolution and you up it to 128, you can also increase the minimum lightmap resolution to 128 and you'll get a much better and efficient lightmap channel. Keep up the videos, tons of good info!
Josh Williams Thanks for pointing this out! I totally forgot to mention it since I was mainly focused in Just rushing through this to get to the fun stuff, but this is indeed super valuable information for everyone! :)
So you have to ask UE4 to rebuild the lightmap? And after that, the lightmap is optimized for a 128 or higher resolution. Am I correct?
I've got to say that these UE lighting academy series is the best tutorials I've ever watched. Thank you so much, I've learned a lot!
Thank you for doing these videos. I've been going through a ton of tutorials. I've learned more from these than I have anything else. Awesome!
I really like your channel! It's one of the few channels where I periodically check for a new video :)
It could be nice at the end of your videos if you had some before and after pictures that showcased the progress you made. Anyways, great stuff!
Thank you a lot man! Yeah, thats actually a great idea! Will incorporate this in the next videos :)
These videos are by far the best tutorials about UE4. Thank you so much for sharing your tips and tricks. When I first watched your videos, I was back to a "novice", so much little details and parameters you go through that make a difference. I do mostly archviz and I would love to see how you tackle interior lighting in your future videos.
It's funny to see that the end results of your video kinda have that DICE artistic feel to it haha, just something I noticed.
Keep it going !
Very informative! thank you for these lighting series. Please continue publishing these amazing videos!
This is absolutely incredible! I'm so glad you exist, man! :)
Amazing channel! I really appreciate all the tutorials you've done! Thanks for everything you've done for us!
Thank you very much for taking the time to make this videos! They are incredibly helpful and awesome :)
Hallo aus Deutschland ;-)
Danke für die guten Videos und Anleitungen für den Unreal Editor. Ich selbst bin erst 6 Monate damit zugange und lerne fast alles über die Foren oder TH-cam.
Sehr gut wie Du den Dingen auf den Grund gehst und dafür eine Lösung suchst und findest. Manchmal erkenne ich mich wieder, wenn ich einfach den Baum vor lauter Wald nicht sehe und die Lösung so Nahe ist. Ich gebe Dir auch absolut recht, dass manchmal weniger auch mehr ist, wie z.b. bei der Stärke der Farben. Ärgert mich auch, wenn alles noch comic aussieht und nicht real und es fast immer an der Beleuchtung oder zu intensiven Materialien liegt.
Hab ne nette Herausforderung für Dich und eine Szene dazu. Ein Waldszenario bei Nacht, aber fast ohne Postproduktion. Mache einen 3D VR 360° Film und reiße mir die Haare dabei aus. So langsam kommt es in die Nähe wie ich es als gut befinden würde. Dennoch würde mich interessieren, was Du als Profi noch für Trix dazu hast. ;-)
Oh und bin Battlefield One Zocker und freue mich auf die baldige Fertigstellung des HDR - Patches. Hoffe er kommt bald.
Martin.
__________________________________________________________________________________________________________________________________________________________________________________
Hello from germany ;-)
Thanx for the good videos and how-to´s for ue4. I learn now for 6 month unreal and learning only from forums and youtube.
I like the way how you go deep and search and find a solution for the problems. Sometimes i see myself when i see not the tree in the woods but the solution is so obvious. I am absolutely with you that sometimes few is more, like saturation in colors. It drives me crazy when it looks like comic and not real and it is often only the lightning situation or the material colors.
I got a new great challange for you and a scene. A wood scenario in the night, but only with few postproduction allowed. Doing a 3D VR 360° film and it is a pain in the *ss. Now i am coming closer what i want it to look like, but would like to see if you have some tricks as a profi for me. ;-)
Oh and i like Battlefield One and looking forward to see ne new patch for HDR you doing for it. Hope it comes soon, as your new videos. ;-)
Martin.
THANK YOU FOR THE SECOND SESSION
Thank you so much for these! the tips are incredibly valuable for me as a student!
Maaan. How cool are you. Now I understand why. DICE is an amazing team which always pay attention to lighting. And Battlefield 1 and Battlefront is one of the games with best visuals. So now I know you are the one of that guys :D Now this lessons is twice interesting to me.
These are amazing thank you very much for doing this!
cant wait to finish watching this
Great series! I got a lot out of this one.
super awesome! this is oozing knowledge! :D
Priceless! Thank you for teaching us!!!!
Great stuff, very informative video! Thank you for sharing!
I find your videos really instructive, thanks a lot :)
Thanks for the awesome session, bro ... Learnt a lot... and u r doing it for free....
These videos are a lifesaver. Thankyou so much. What did you do to fix the problem of the skylight bleeding into the interior? You touched on the issue but I didn't hear an explicit fix. I have the same problem in one of my environments. Apologies if i missed something.
podizy Ah sorry, it kinda Fell through the net.^^ all those Rocks were Set to movable instead of static inside the blueprint which is why they werent baked properly. changing this fixed it ;)
51Daedalus Thank you for the quick reply! Makes sense. Once again these videos are amazing. Lighting is still a trial an error experience for me and see your process is really helping form my own workflow.
Loving the videos man, really, really helping me out with uni! I do have one question, with lightmaps, is it better to have them as islands or to have them stitched together like a uv? I usually just save my uv's and then load them into my second channel and them give them spacing, I very rarely (like ever) see anyone do this, am I doing it wrong?
James Smith hey man, thanks for your kind words! Regarding your question....that's a tricky one ;) generally speaking, you should have as less seams as possible on lightmap UVs...however, if you have a low Rez lightmap, and a pixel stretches across a corner, that pixel only has one value Wich will also be visible on the other side of the corner, so you have to keep things like that in mind. I could probably talk for more than a week about lightmapping, as it's a deep topic^^ just experiment and see what works best over time ;)
Can we download this UE4 map somewhere?
This is gold!
When will the subtitles come?
This looks like a wonderful well executed series. To clarify, the scene you are working on is not available to work with?
Hey man, thank you so much! Exactly, I get those scenes from people in the community and I go over them and share my thoughts and workflows. This is explicitly not meant to be a step by step thing people can follow, but rather a glimpse into the world of how a professional would tackle certain cases and how all the different pieces could fit together. I want to emphasize to open your minds and find creative ways of solving problems and how to figure things out. So I believe that following along these tutorials with the scene at home is actually counterproductive to the way these are meant :)
Thanks, and totally understand. Snowday tomorrow, know what I am doing. : )
Tomb raider - Skidrow huh ;)
oh and great video btw, enjoyed the full length of it as a total noob of how lighting works. Looking forward to the next video, especially how the lights under the water will turn out.
ZIPPPEDFREAK XD damn you got me :D
hi man! great leason! but i was wondering. im making a game. and i struggle with the photo realism outdoor. can u steer me a bit? or if you want i send the level to you for an sesion. Sam
Hey man, glad you like it! Feel free to join the discussion on the forum! You can post screens there and we can talk about stuff as well. I would really like to see what you have so far, but I also have to be a bit careful with promising what to work on next since many people have already asked ;)
hey man! thank you for the answer. i will the join the discussion.:) sam
Wow this scene's not bad..."However"... :)
think it was only me that saw the middle corridor blue light being not static and not got baked.
Oop, think I posted twice on the UE forums. sorry 'bout that
zack hört sich nach deutsch an :p i like your channel
any chance to make video like this unity3d plz
Sorry man, no. I do not really have any capacity to learn other Engines at the moment.
i thought that light artist can light any scene no matter what engine he is using :D
That doesn't necessarily mean I could comfortably teach about it ;)
i totally understand your point but i had a kinda cliché in mind thought the light rules work with every engine
Hehe...some do, but workflows might sometimes still be significantly different, so it's not that easy to just switch and instantly rock :D But I do understand where you're coming from!
Wy you are not using frostbite? We need more frostbite tutorials
Why would you need a Frostbite tutorial if you cant use the engine? :)
51Daedalus hello! Thank you for your reply! I do know this engine is unavailable for me, but I would like to see what it is capable of, just to replicate it in my own engine. DICE decided to start to build their own engine - for what? I don't believe that reason is technical drawbacks of industrial engines. And when exactly DICE started the development of Frostbite? Thanks!
Every big Studio/Developer has their own tech. Its smarter for them to develop something that suits their needs. EA has Frostbite, Ubisoft has Anvil next and Snowdrop, Rockstar has RAGE. Its common practice. Those Engines are not for the public and thats the reason why you never see how they work :) Also a lot of it is kinda secret....so I cant just run around and show Frostbite to random people....I would actually get sued if I would do that :D
51Daedalus ok, I understand you. What is your common sense about their tech? How mature it and what exactly you can do using frostbite instead of unreal (except enlighten)? And do I really need yo bother with it? Or I just need to build something open and not top secret to be able for the same output on the screen? And DICE said that they had got ANT, audio engine and other tech from EA, so I wonder when the development of Frostbite has began? Stefan Boberg said that in Apr, 2004, but guy in the marketing video said in 2006.. Thanks!
I am afraid I cant talk about all these details and a lot of it, I also dont know or care. I would need to google for answers, but I think thats something you can do on your own^^ Also, I havent worked with any other inhouse engine than Frostbite, so I cant say anything in regards to other tools. Sorry!
!