So, You Want To Be A Lighting Artist In The Games Industry? (Full Lecture)

  Рет қаралды 1,477

EMC3D - Game Art

EMC3D - Game Art

Күн бұрын

In this lecture, we'll demystify the Lighting Artist role in the Games Industry, demo some techniques inside Unreal Engine 5, and go over good portfolio examples and resources.
Thanks to the Games Development team and Mike Acosta from Staffordshire University for recording and editing this talk to be posted online as a public knowledge share.
00:00 Introduction
0:28 Session & Speaker Overview
8:05 Lighting Artist Roles
20:00 Important Skills & Tips
37:12 Portfolio Advice
40:54 Resources
42:47 UE5 Demo
1:08:35 Q&A

Пікірлер: 10
@Owl90
@Owl90 5 күн бұрын
Your story is honestly inspiring. Thank you for sharing it!
@lpg686
@lpg686 5 күн бұрын
Thank you for doing this! This was incredibly useful :)
@PouyadGaming
@PouyadGaming 10 күн бұрын
1st, Thank you sir for this 2nd, Abstract Lighting! That's what it is, I've labeled it in my head as Weird Unusual Cinematic Lighting 😐
@DRAWTIST1
@DRAWTIST1 12 күн бұрын
Thank you for this
@BeyondTheProcess
@BeyondTheProcess 13 күн бұрын
Great presentation. I've been interested in going back to lighting since I've been doing a lot of practical lighting for short films in the past year.
@zohahs5276
@zohahs5276 10 сағат бұрын
what is the concept of these 123 channel can you please explain it by make a tutorial clearly ? I don't understand it fully in games thanks
@zohahs5276
@zohahs5276 12 күн бұрын
Its a good talk very informative my top point how do you guys learning game optimisations thats the biggest hurdle bottle neck for me all the time like where to use static / dyanmic / movable concept of light is always confusion are there any good resources on that like a holy bible where someone has covered all these points.
@EMC3D
@EMC3D 12 күн бұрын
Good point, a lot of it is really learned once you're in a studio, as it depends on the target platform and system you're using. For now the best thing you can do is limit your shadow casters and general light attenuations, and be wary of point lights with shadows and how far they stretch/how many you use. Plan to do some sort of optimization video in the future though of some additional tips, stay tuned :).
@zohahs5276
@zohahs5276 12 күн бұрын
@@EMC3D This is quite reassuring to know that studio is willing to train on that that's like half the battle solved, I guess the point is to create a good showreel and start firing it and see what happens. We tend to highly avoid sphere lights in film and TV as well it's mostly soft box area lights + Domes or physical skys that are super advance like in Vray + Arnold for realistic looking renders to match to the set photography. Keep these talks coming I will be following it closely how you guys work in games some nice and informative tips there!
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