The Gnomon Workshop – Real Time Character Environment Lighting

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通过这个完全使用虚幻引擎 5 进行授课的专业研讨会,学习电影角色和环境光照。该研讨会专为中级到高级艺术家以及有兴趣了解有关虚幻引擎 5 或一般光照的更多内容的人员创建,涵盖了各种原理以及可应用于您的游戏引擎工作流程以创建有效且逼真的游戏和电影的技术。

研讨会首先介绍角色照明课程,然后详细介绍虚幻设置和一般环境照明。本教程分解了三个不同的镜头,每个镜头都有自己独特的挑战,包括如何在一天中的不同时间表现它们。埃里克还分享了如何对室内和室外镜头进行照明。

本次研讨会还简要介绍了从灯光角度讲述环境故事,以及如何利用它来提高场景和游戏水平。您还将学习如何使用虚幻引擎的后处理工具进行色彩校正;埃里克还解构了他作品背后的色彩理论,让学生了解色彩在环境设计中的重要性。

在研讨会结束时,Eric 讨论了他作为灯光艺术家作为团队一员工作的重要技巧,并分享了他在从事备受瞩目的专业项目时使用的最佳实践。他还简要分享了如何作为专业灯光艺术家展示您的作品集。

Eric 使用 BigMediumSmall 中的角色、车辆和背景资源,特别是后启示录包。

The Gnomon Workshop – Real Time Character Environment Lighting

Info:
Learn cinematic character and environment​​ lighting with this professional workshop taught entirely in Unreal Engine 5. Created for intermediate to advanced-level artists, as well as those interested in learning more about Unreal Engine 5 or lighting in general, this workshop covers various principles and techniques that can be applied to your game-engine workflows to create effective and realistic games and cinematics.

The workshop begins with lessons in character lighting before moving into more detail about the Unreal settings and environment lighting in general. The tutorial breaks down three different shots, with each of them having their own unique sets of challenges, including how to represent them at different times of the day. Eric also shares how to light both interior versus exterior shots.

Environment storytelling from a lighting perspective is also briefly covered in this workshop, as well as how to use it to your advantage to improve your scenes and game levels. You’ll also learn how to take care of color correction using Unreal Engine’s post-processing tool; Eric additionally deconstructs the color theory behind his work for students to understand the importance that color plays in environment design.

To conclude the workshop, Eric discusses his top tips for working as part of a team as a lighting artist and shares his best practices to use when working on high-profile professional projects. He also briefly shares how to present your portfolio as a professional lighting artist.

Eric utilizes characters, vehicles, and background assets from BigMediumSmall, specifically the Post-Apocalyptic pack.

SOFTWARE USED
Unreal

CHAPTER LIST
00. Preview
01. Gathering References
02. Foundations of 3-Point Lighting
03. Daytime Shot
04. Interior Shot
05. Nighttime Shot
06. In Summary

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