UE4 lighting doodles II

https://twitter.com/Peter_rrrrr
https://www.instagram.com/peter.rrr/
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A quick relighting of a scene made by MESHINGUN STUDIO and assets by William Tate. I was mainly inspired by Final fantasy / Ghibli / Genshin sort of vibe for this exercise.
https://www.artstation.com/williamtate
https://www.artstation.com/artwork/mD4Ov8

https://www.unrealengine.com/marketplace/en-US/product/stylized-village-by-meshingun-studio

I'm responsible for the lighting (and a little bit of set dressing for composition), these are rendered in UE4 with screenshots straight from the viewport. All these lightings are 100% dynamic, without RTX nor realtime GI. I barely used any post-process aside from bloom. I didn't use any LUT either. It took me about 1-2 evenings each.

The lighting is 100% default dynamic. No RTX nor realtime GI, simply default vanilla UE4 with distance field shadows and moveable lights. https://www.youtube.com/watch?v=vef_ZPLhjt8&ab_channel=UnrealEngine

The lighting is 100% default dynamic. No RTX nor realtime GI, simply default vanilla UE4 with distance field shadows and moveable lights. https://www.youtube.com/watch?v=vef_ZPLhjt8&ab_channel=UnrealEngine

I "painted" all the bounce lights with point lights, absolutely not performance friendly lol but who cares

I "painted" all the bounce lights with point lights, absolutely not performance friendly lol but who cares

Same thing for the other 2

Same thing for the other 2

This is only the skylight

This is only the skylight

Skylight + directional light

Skylight + directional light

Skylight + directional light + point lights

Skylight + directional light + point lights

I also sculpted the shadows in my shots by dressing the props outside of the camera

I also sculpted the shadows in my shots by dressing the props outside of the camera

For this one, I put the emphasis on the fog and depth rather than lighting. So I used a lot of fog cards to layer the depth. The one I'm using is from the "Blueprint" free demo map on the UE4 launcher. Very vanilla but effective.

For this one, I put the emphasis on the fog and depth rather than lighting. So I used a lot of fog cards to layer the depth. The one I'm using is from the "Blueprint" free demo map on the UE4 launcher. Very vanilla but effective.

Height fog only

Height fog only

Height fog + fog cards

Height fog + fog cards

As for post processing, there's none aside from bloom. I tweaked the materials directly in the shader if I wanted to tweak any colors and then lighting. No davinci, no photoshop, no lut.

As for post processing, there's none aside from bloom. I tweaked the materials directly in the shader if I wanted to tweak any colors and then lighting. No davinci, no photoshop, no lut.

Bonus: composition breakdown for this lighting

Bonus: composition breakdown for this lighting