Forest:

RT Renderer: Unreal Engine 4
LUT: Photoshop CS4
Editing: Shotcut
Responsible for: Lighting
Special Thanks: Scott Knapp for feedback and polish

Commentary: These pieces are made with open world assets from Epic.  I created 3 lighting scenarios and lit the level based on reference I picked out.  I started with a grey pass to establish values, then moved the initial setups to each scenario and introducted indirect lights + GI to fill in the dark areas.  The fps for this scene is low due to high settings during render.  The lighting for this is baked, but there was a few dynamic lights added for additonal fill.

Problems: Matching underexposed reference, not fully understanding mood.  Renderering in sequencer.  Instanced foilage showing up too dark in all scenarios.  Creating shaping on certain elements in the level.  Creating a consistent look across all scenarios.  FPS for this is way too low at 17 to work in game but would be appropriate for a cinematic.  Had to remove adaptive tessellation in order to fix texturing issues.

Additional commentary will been added in a comprehensive breakdown.

Reference used in project will be placed on pinterest.

Assets are from open world demo from Epic
HDRI’s used are from HDRI haven
If you like the result please by all means hit the like button and leave a comment.  If you do not like it.  Then well, hopefully on the next piece, I will get your attention.

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