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Amit Patpatia – Introduction to Unreal Engine Game Lighting – PBL Workflow – UE 4.27UE5

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Amit Patpatia – Introduction to Unreal Engine Game Lighting – PBL Workflow – UE 4.27UE5

[Polar Facility] Introduction to Unreal Engine Game Lighting – PBL Workflow – UE 4.27/UE5

In this self-paced video course you will learn how to master exposure, ev100, curves and multiple day of times. While doing that you learn what materials are poor and how to fix it. And you learn multiple approach, techniques and principles to go off the beaten path. You also improve your art fundamentals and learn how light and colour function and how it related to our lighting. Lastly, you learn about optimization.

Learning Fundamental Lighting

To ensure you have the vocabulary and basic training for your eyes we show you what is needed to improve your lighting through a fundamental understanding of light in real life.
(All the video structure is at the bottom of the page. We do not point out everything on this list, it is just key things.)

Correcting incorrect materials

Once we show you how to spot incorrect materials and why it is incorrect. We will correct it in Photoshop/Gimp. And you will see the difference it makes before we even correct the lighting.

Setting up correct Exposure and EV
We explain Exposure, EV, and Curves throughout the course in different ways to ensure you get comfortable with the fundamentals of it. Although, we also showcase how to go away from it if needed. Furthermore, we show different times of day and ensure you understand many complicated things that happen contextually.

Working on Volumetrics and Light Bleeding
Working on settings that aid the quality of volumetric and methods that could reduce light bleeding.

Adjusting Post Processing
Sometimes you need to go into Post Processing to tweak the color grading and effects. You learn how to do it without ruining your image while getting some introduction to the various options.

Understanding Emissive and Extra Lighting

Some people get the emissive wrong but having gone through PBL workflow so far you will adjust it accordingly. You will also learn where to put extra light after the main lighting is done. Most people add tons when it is not needed.

Understanding Different EV for Time of Days.

As you progress through the course you will learn different methods, techniques, and workflow dealing with PBL Exposure and EV-based lighting. You will learn copying things does not work. Half of the course iterates on different approaches using different times of the day.

Doing Artistic Lighting and changing Curves

Watch and learn how to use correct exposure and then move over to artistic lighting that looks better while staying true to the fundamentals of lighting. When to adjust curves. This ensures you can adjust quickly if Art Directors needs changes.

How analysing Lighting in Painting improves our art

We go through some classical paintings to further train your eyes throughout the curse to ensure you become independent in spotting issues with your lighting.

How Painting relates to Artistic Eye and Lighting

Throughout the course, there are mini reminders about art fundamentals but also how to train your eyes to be better at lighting. How to see the value and understand color.

Teaching Candle Principle

Learning this is hard for most so we ensure to explain many techniques and principles to cover most learning methods. That is why we do not use the same approach at different time of day.

Why Purkinje Effect matters

We explain about Purkinje Effect and how it relates to our eyes thus why cinema uses blue lighting a lot besides the other reasons.

Game Optimization Techniques

We explain the importance of game optimization and some easy fundamental methods to make your environment more playable by checking your work for issues.

The Danger of Fog

People use fog a lot. Sometimes too much. We explain how to subtly use it and why it can ruin your image if you overextend it. Furthermore, we explain how it affects light and color so you can better guide the whole team.

And lots lots lots more

By taking this tutorial either using Unreal 4 or 5 you will be able to grow to another level with lighting. And if you want to dig deep, fast track, and become better by having us critique your work then upgrade to mentorship today.

Your Mentor – Amit Patpatia

Senior Lighting Artist

Amit has already taught over 2000 students world wide in various topics such as lighting. He has worked for outsourcing companies such as Iron Belly Studios as Technical Lighting Artist. Junior Lighting Artist for start up companies such as Bluebox. Lighting Artist at Ubisoft for Tom Clancy – Ghost Recon Breakpoint and currently is Senior Lighting Artist at Interior Nights. His speciality lies in Cinematic and Game Lighting while keeping things optimized.

Contents

Videos about the course, communication and feedback.
If you paid for mentorship review and critique during the course the videos that explains the process goes here. If you are not there are other videos explaining other things.

Introduce yourself
Join Student Discord Community
Joining and Uploading for feedback sessions (Mentorship Students only)
4 mins68 MB
Intro to internal Chat (Especially get a hold of me)
3 mins6.54 MB
1 on 1 – 1 hour Course Critique, Feedback or General help – (Book if needed)

Essential Beginner Theory of Art and Lighting

In this section you have enough content to introduce you to essential theory to master lighting in any context.

Part 1 – Essential Lighting Theory for doing Digital Lighting
(1h 05m 54s)157 MB
Part 2 – Essential Color Theory for Digital Lighting Artist
52 mins116 MB
Part 3 – History of Color to improve your visual storytelling
21 mins46.1 MB
Exercise 1

Polar Facility (Day Time Lighting)

Before you can start learning technical lighting it is important that your fundamentals are refreshed and the same as this course. To fully empower you and reach your potential it is essential that you know why your light is incorrect or poor. Knowing what to slide or number to put in does not help if your eye is not fully trained or your awareness of what needs to be done is non-existent. However, this tutorial should also give insight towards Technical Lighting Artist since there is a bit of blueprint going on, customization and such besides lighting.

Exercise 2
Part 4 – Downloading Unreal Engine and Polar Facility
2 mins 15.1 MB
Part 5 – Basic Intro on Unreal Lighting Interface (If you are new to Unreal)
9 mins 56.5 MB
Part 6 – Preparing Polar Facility Map
6 mins 65 MB
Part 7 – Understanding Material Views for Troubleshooting
6 mins 128 MB
Part 8 – Figuring out the Scene Material Setup
11 mins 90.2 MB
Part 9 – Creating fresh material and emissive
11 mins 143 MB
Part 10 – Exporting Texture to Correct
5 mins 115 MB
Part 11 – Editing Correct Roughness/Metal in Photoshop
20 mins 150 MB
Part 12 – Editing Scratch Details in Photoshop
10 mins 49.8 MB
Part 12b -Turning of sRGB for metallic specular materials
2 mins 30.3 MB
Part 13 – Adding new textures into material
10 mins 274 MB
Part 14 – Adding Grunge Texture from Quixel Bridge
11 mins 212 MB
Part 15 – Fix the rest of the materials
8 mins 166 MB
Part 16 – Assigning Material to other meshes
3 mins 77.1 MB
Part 17 – Tweaking the Arc Mesh Material
2 mins 42.9 MB
Part 18 – Notice Poor Texture Details
2 mins 94.1 MB
Part 19 – Removing Unwanted Light Fixtures
2 mins 131 MB
Part 20 – Reducing Lighting Chaos
5 mins 214 MB
Part 21 – Cleaning out unwanted VFX
3 mins 67.8 MB
Part 22 – Adding Reflection Capture
6 mins 394 MB
Part 23 – Reorganizing and More Cleanup
10 mins 392 MB
Part 24 – Setting up Daylight and Basic Exposure
26 mins 1.14 GB
Part 25 – Understanding Exposure and Lux
14 mins 59.9 MB
Part 26 – Finalizing Exposure using Curves and Improving Reflection
49 mins 1.65 GB
Part 27 – Volumetric Lightmaps and Light Bleeding
10 mins 277 MB
Part 28 – Post Process and Color Grading
19 mins 347 MB
Part 29 – Adding Lights around Emissive Sources
23 mins 668 MB
Part 30 – Final Render Settings and Adding Iggy Character
8 mins 139 MB
Part 31 – Light Clean Up Check and Renaming
5 mins 149 MB

Understanding Specific Art Fundamentals Part 1

I want to iterate on some art fundamentals based on our earlier introduction. The purpose is to remind you in a different way to ensure you remember, understand and implement previous theory into practice. We also start going into more examples to ensure you understand how to train your eye, analyse and improve your lighting by studying past. These videos although short and concise should be enough to steer you at the right direction.

Part 32 – Understanding Lighting in Painting
9 mins 21.1 MB
Part 33 – Understanding Value in Painting
11 mins 31.5 MB
Exercise 3

Polar Facility (Overcast Lighting)

In this section I quickly show you how switch from daylight unreal sky atmosphere lighting over to static hdri overcast lighting.

Part 34 – Quick pointers on sky import and material setup
6 mins 289 MB
Part 35 – Organize Old Lighting for Overcast
2 mins 35.9 MB
Part 36 – Streamline Differences
1 min 17.4 MB
Part 37 – Reminder about EV references for Overcast
1 min 34.6 MB
Part 38 – Adjusting EV for Overcast
3 mins 33.8 MB
Part 39 – Adjusting Directional Light for Overcast
2 mins 56.4 MB
Part 40 – Fixing Exp Height Fog for Static Overcast
5 mins 165 MB
Part 41 – Artistic Exposure and Local Lighting Adjustments
7 mins 136 MB
Exercise 4

Polar Facility (Night Lighting – Using general principles)

Exercise 5
Part 42 – Incorrect PBR Night Lighting Demonstration (Still looks good)
28 mins 537 MB
Part 43 – Starting Over Night Lighting Correctly (and Why?)
6 mins 204 MB
Part 44 – Explaining EV using Candle Principle
6 mins 48.7 MB
Part 45 – The Purkinje Effect Principle
3 mins 26.3 MB
Part 46 – Setup and importance of White Balance Principle
5 mins 49.9 MB
Part 47 – Finding Lux/Lumens and inputting base values to start with
7 mins 79.1 MB
Part 48 – Adjusting Interior Lighting accordingly…
16 mins 257 MB
Part 49 – Exposure Curve Adjustments
10 mins 113 MB
Part 50 – Final Night Lighting Adjustments
9 mins 163 MB
Part 51 – Quick Update to Glass Tank Material
13 mins 104 MB

Polar Facility – (Sunset Lighting )

In this section we go through quickly how to do sunset lighting using atmosphere method and how to transfer it over to skybox method. Further more, it is meant to make you a bit more comfortable in understanding the principles of EV as a starting point before adjusting it creatively to your needs later.

Exercise 6
Part 52 – Sunset Lighting Sky Atmosphere Version
14 mins 188 MB
Part 53 – Sunset Lighting HDRI Sky Version
20 mins  190 MB
Part 54 – Water Shader Fix
2 mins 14.7 MB

Game Optimization

Part 55 – Introduction to Game Optimization
18 mins 395 MB
Exercise 7

Understand Specific Art Fundamentals Part 2

Part 56 – Color Temperature Harmony in relation to real time lighting
9 mins 177 MB
Exercise 8

Light Functions

Part 57 – Basic Light Function
11 mins 120 MB

Common Questions

What part of the material is suppose to be metallic?
2 mins 8.97 MB
Do we turn off sRGB on materials for metallic specular?
2 mins 30.3 MB
Why isn’t my white bar in EV Histogram moving like yours?
2 mins 77.8 MB
How to fix bloom convolution being too glow or bright?
2 mins 55 MB
How to fix texture streaming pool memory red text issue crashes?
2 mins 38.4 MB
Why aren’t my shadow from the cubes showing up?
2 mins 168 MB
Why is there stationary or movable light in a baked environment? (Red X’s)
4 mins 81 MB

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