Lighting Bot/Introduction to Game Lighting - PBR/PBL - UE 4.27 to 5.4

  • £199 or 3 monthly payments of £79

Introduction to Game Lighting - PBR/PBL - UE 4.27 to 5.4

  • Course
  • 76 Lessons

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.)

Understanding Incorrect Materials

Even though you are an experienced 3D Artist we as professional lighting artists must be able to communicate why the lighting is working incorrectly. Often, it starts with troubleshooting materials.

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.

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Testimonials

Students who upgrade into mentorship and feedback to support themselves during the course benefits the most. These are from selected students who chose to upgrade. When you purchase the course you will be asked to upgrade if you want to.

Fateh Shehryar

This program is different in the way that they invest not just in your art but in you too; they’ll put you in situations where you might not be that comfortable (but in a good way) so you don’t just grow as an artist but also as an individual.

Edwin Vargas Cortés

Amit’s approach has the right balance of teory, aesthetics and technical aspects in order to learn what it takes to be a lighter for the games industry.

David Del Viejo

I never thought I would be so supported during a course since normally in other courses you see your classes and that’s all, here you have sessions with video game professionals and conversations with other types of people from the world of lighting

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.

Artstation

Co-Author - Sander Vander Meiren

This course and content has also been verified and co-authored further by Sander Vander Meiren who has worked on titles such as Forza and Hogwart Legacy to name a few. Sander is highly passionate about PBR Realistic Lighting and was an important addition to the team to ensure the quality and content of this course was up to date and accurate.

Contents

Preparing project settings Part 1 - UE5.4.4 *Updated for 2025*

In this section we go through some new issues with the updated asset environment after it was updated for Unreal Engine 5 and Lumens, so these videos are meant to make you aware on what you need to do for a better quality and less baking issues.

Video Quality Note
Downloading Epic Games Launcher and Unreal Engine 5.4.4
Downloading Polar Facility Project Fab/Library/Download here - UE 5.4.4
[DOWNLOAD] Polar Facility Project File - UE 5.4.4 (If you don't have it in your library or fab)
Opening Map/Quick Navigation Intro & Free UE5 course - UE 5.4.4
FREE Intro to UE5.4.4 course (In case you need to learn it first)
Part01_Projectsettings.mp4
Part02_Meshesforlightmaps.mp4
Part03_LightmapColor.mp4
Part04_SkySpheres.mp4
Part05_Postprocess.mp4
Part06_ReflectionCaptures.mp4
Part07_ImportanceVolume.mp4
Part08_Getting_lightmaps.mp4
Part09_1_LightmapOverrides.mp4
Part09_2_LightmapOverrides.mp4
Lightmap Tip.mp4
Cast Shadow Tip.mp4

Fixing Scene Materials and Asset to improve lighting - UE 5.4.4 - Part 2

In this section we dig a bit deeper to fix or change some of the materials and assets so you understand what you can do to further improve, adjust or otherwise need to deal with as lighting artist in the game industry.

Demo - Before and After Material Updates - Mini Lesson.mp4
Part10_ExportingtoDCC.mp4
Part11_1_DCCUVUpdates.mp4
Part11_2_DCCUVUpdates.mp4
Part12_1_Buffers_PixelInspec.mp4
Part12_2_PBRbreakdown.mp4
Part13_Floor_Roughness_Improvements.mp4
Part14_1_Floor_Metalmask_Creation.mp4
Part14_2_Floor_Recreating_PackedMasks.mp4
Part15_Wall_MapExport.mp4
Part16_Wall_AlbedoEdit.mp4
Part17_Wall_NormalEdit.mp4
Part18_Wall_Recreating_PackedMasks.mp4
Part19_MasterMat_Shader_Cleanup.mp4
Part20_1_Wall_ShaderReplace.mp4
Part20_2_Wall_Mat_AssignAndAdjust.mp4
Part21_Wall_Tint_Fix.mp4
Part22_Floor_Tint_Fix.mp4
1b Emissive Material Fix.mp4
1. Quick Start - Assigning Material to Fresh project.mp4
2. Quick Start - Double checking fixing issues.mp4

Module 1: Fundamentals of Lighting

1.1 Lighting Theory

  • Introduction to Lighting Theory: Explain the basic principles of how light behaves.

  • Physics of Light: Discuss the properties of light, including reflection, refraction, and absorption.

  • Light Interactions: Describe how light interacts with different surfaces and materials.

1.2 Lighting Principles

  • Three-Point Lighting: Introduce the three-point lighting setup (key light, fill light, back light) commonly used in film and photography.

  • Light Quality: Explain the concepts of soft and hard light, and how to achieve each.

  • Lighting Ratios: Discuss the importance of balancing different light sources to create the desired effect.

1.3 Color Theory

  • Basics of Color Theory: Explain the color wheel, primary, secondary, and tertiary colors.

  • Color Harmony: Discuss complementary, analogous, and triadic color schemes.

  • Color Temperature: Explain the concept of color temperature and its impact on the mood and feel of a scene.

  • Using Color in Lighting: Show how to apply color theory to lighting to create mood and atmosphere.

1.4 How Light Works in Real Life

  • Natural Light: Discuss the characteristics of natural light, including sunlight at different times of the day.

  • Artificial Light: Explain how different types of artificial light sources (incandescent, fluorescent, LED) affect scenes.

  • Lighting Environments: Show how different environments (indoor, outdoor, overcast, sunny) influence lighting.

What is PBR.mp4

Module 2: Exposure Values and Triangle Theory

2.1 Introduction to Exposure Values (EV)

  • Definition: Explain what Exposure Values (EV) are and their significance in lighting.

  • Calculation: Show how EVs are calculated and adjusted.

2.2 Exposure Triangle Theory

  • Components: Introduce the exposure triangle (aperture, shutter speed, ISO).

  • Relationship: Explain how these three components interact to affect exposure.

  • Application in Unreal Engine: Demonstrate how to apply the exposure triangle theory to game lighting.

2.3 Photography and Game Lighting

  • Fundamentals of Photography: Discuss basic photography concepts and their relevance to game lighting.

  • Lighting Techniques from Photography: Show how lighting techniques from photography can enhance game lighting.

  • Real-World Examples: Provide examples of how real-world photography principles are applied in game development.

Intro Lux, Lumens, Candela and Exposure Values
Intro to EV using Camera
Into to Exposure Curve
Intro Eye Adaption Range EV

Introduction to CPU Lightmass

In this section we quickly get started by double checking you have setup the project correctly, especially if you downloaded the project. Then we setup basic exterior day light without adding any complex fundamental or rules to ensure gradual introduction to the complex precomputed lighting workflow.

1. Checking for Issues - IMPORTANT if your downloaded project.mp4
2. Cleaning outline from scratch.mp4
3. Fixing generator and mountain reflection.mp4
4. Setting up Quick Level Scenarios.mp4
5. Setting up Directional Light.mp4
6. Setting up Post Process Volume/Exposure
8. Setting up world settings.mp4
9. Quick note on lightmap and shadow quality.mp4
6. Setting up post process exposure.mp4
7. Setting up Reflections.mp4
8. Setting up World Settings.mp4
9. Basic Intro to Lightmap and Shadow Quality.mp4

Module 3: Light Baking Overview

3.1 Definition of Light Baking

  • Explanation: Define what light baking is and why it's used.

  • Visual Aids: Use diagrams to show the process of light baking.

3.2 How Light Baking Works

  • Process: Walk through the steps of the light baking process.

  • Tools: Introduce the tools in Unreal Engine 5 used for light baking.

3.3 Differences Between Baked and Dynamic Lighting

  • Quality: Compare the visual quality of baked vs. dynamic lighting.

  • Performance: Discuss the performance implications of both types.

  • Flexibility: Explain the flexibility and limitations of each approach.

Intro to Light baking
1. What is lightbaking
2. How does lightbaking work
3. Difference between static and dynamic lighting
4. Intro to Spotlight Settings
5. Intro to point light settings
6. Intro to area light
7. Demonstration Example of basic lights
8. Intro Directional Light and Skylight
9. Intro to Sky Atmosphere and getting Overcast lighting
10. Setting up World Settings, PPV/EV and Reflection

Edited Source Files for "Setting up Static Lighting UE5"

In this section you will find some files to allow you to troubleshoot your work or speed up your work, in case you don't want to learn the important skills of editing, changing or updating source files to improve your lighting.

Read me before downloading materials
M_Floor_Yellow_LightON_Inst.uasset
SM_Floor_01_1.uasset
SM_Floor_01_1.FBX
T_Walls_NRM.uasset
T_Wall_CLR.uasset
T_Wall_SPEC_UP.uasset
T_Wall_SPEC_UP.psd

Other Tips and Videos

2 Fake Lighting Tips to Explore for Optimization subtitle lightingbot.mp4