Part 8 - Figuring out the Scene Material Setup

Part 8 - Figuring out the Scene Material Setup

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Unreal Game Lighting Course - Studio License - PBR

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Videos about the course, communication and feedback.

  • Introduce yourself
  • Intro to internal Chat (Especially get a hold of me)

Essential Beginner Theory of Art and Lighting

  • 1. What is light?
  • 2. What is refraction?
  • 3. What is Reflection?
  • 4. What is Indirect Light?
  • 5. What is soft light?
  • 6. What is hard light?
  • 7. What is shadow?
  • 8. What is Inverse Square Law?
  • 9. What is three point lighting?
  • 10. What is the Color Origin?
  • 11. What is Color Temperature?
  • 12. What is Subtractive and Additive Color?
  • 13. What is RGB?
  • 14. What is HSV?
  • 15. What is Color and Tone?
  • 16. History about Red Color
  • 17. History of Orange Color
  • 18. History of Yellow Color
  • 19. History of Color Green
  • 20. History of Blue Color
  • 21. History of Violet Color
  • 22. What are Color Schemes?
  • 23. What are light values?
  • 24. What type of contrast exist?
  • Exercise 1

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

  • 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)
  • Setting up Project Settings - UE5.4.4
  • Light Maps & Nanite - UE5.4.4
  • Lightmap Color - UE5.4.4
  • SkySpheres - UE5.4.4
  • Postprocess - UE5.4.4
  • Reflection Captures - UE5.4.4
  • Importance Volume - UE5.4.4
  • Getting lightmaps - UE5.4.4
  • Lightmap Overrides - Part 1 - UE5.4.4
  • Lightmap Overrides - Part 2 - UE5.4.4

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

  • 35 - Part 1 - Exporting to DCC - UE5
  • Part 2 - DCC UV Updates - UE5.4.4
  • Part 3 - DCC UV Updates B - UE5.4.4
  • PBR - Part 1 - Breakdown - UE5.4.4
  • PBR - Part 2 - Texture Export A - UE5.4.4
  • PBR - Part 3 - Texture Export B - UE5.4.4
  • PBR - Part 4 - Albedo Edit - UE5.4.4
  • PBR - Part 5 - Normal Edit Shader Change - UE5.4.4
  • PBR - Part 6 - Roughness Export - UE5.4.4
  • PBR - Part 7 - Roughness Correction - UE5.4.4

Polar Facility (Day Time Lighting)

  • Exercise 2
  • Part 5 - Basic Intro on Unreal Lighting Interface (If you are new to Unreal)
  • Part 7 - Understanding Material Views for Troubleshooting
  • Part 8 - Figuring out the Scene Material Setup
  • Part 9 - Creating fresh material and emissive
  • Part 10 - Exporting Texture to Correct
  • Part 11 - Editing Correct Roughness/Metal in Photoshop
  • Part 12 - Editing Scratch Details in Photoshop
  • Part 12b -Turning of sRGB for metallic specular materials
  • Part 13 - Adding new textures into material
  • Part 14 - Adding Grunge Texture from Quixel Bridge
  • Part 15 - Fix the rest of the materials
  • Part 16 - Assigning Material to other meshes
  • Part 17 - Tweaking the Arc Mesh Material
  • Part 18 - Notice Poor Texture Details
  • Part 19 - Removing Unwanted Light Fixtures
  • Part 20 - Reducing Lighting Chaos
  • Part 21 - Cleaning out unwanted VFX
  • Part 22 - Adding Reflection Capture
  • Part 23 - Reorganizing and More Cleanup
  • Part 24 - Setting up Daylight and Basic Exposure
  • Part 25 - Understanding Exposure and Lux
  • Part 26 - Finalizing Exposure using Curves and Improving Reflection
  • Part 27 - Volumetric Lightmaps and Light Bleeding
  • Part 28 - Post Process and Color Grading
  • Part 29 - Adding Lights around Emissive Sources
  • Part 30 - Final Render Settings and Adding Iggy Character
  • Part 31 - Light Clean Up Check and Renaming
  • Part 32 - Additional final lighting for details

Edited Source Files for "Setting up Static Lighting UE5"

  • 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

Understanding Specific Art Fundamentals Part 1

  • Part 32 - Understanding Lighting in Painting
  • Part 33 - Understanding Value in Painting
  • Exercise 3

Polar Facility (Overcast Lighting)

  • Part 34 - Quick pointers on sky import and material setup
  • Part 35 - Organize Old Lighting for Overcast
  • Part 36 - Streamline Differences
  • Part 37 - Reminder about EV references for Overcast
  • Part 38 - Adjusting EV for Overcast
  • Part 39 - Adjusting Directional Light for Overcast
  • Part 40 - Fixing Exp Height Fog for Static Overcast
  • Part 41 - Artistic Exposure and Local Lighting Adjustments
  • Part 41B - Mindset of Lighting Real Time Lighting
  • Exercise 4

Polar Facility (Night Lighting - Using general principles)

  • Exercise 5
  • Part 42 - Incorrect PBR Night Lighting Demonstration (Still looks good)
  • Part 43 - Starting Over Night Lighting Correctly (and Why?)
  • Part 44 - Explaining EV using Candle Principle
  • Part 45 - The Purkinje Effect Principle
  • Part 46 - Setup and importance of White Balance Principle
  • Part 47 - Finding Lux/Lumens and inputting base values to start with
  • Part 48 - Adjusting Interior Lighting accordingly...
  • Part 49 - Exposure Curve Adjustments
  • Part 50 - Night Lighting Adjustments
  • Part 51 - Quick Update to Glass Tank Material
  • Part 52 - How update lighting differently

Polar Facility - (Sunset Lighting )

  • Exercise 6
  • Part 52 - Sunset Lighting Sky Atmosphere Version
  • Part 53 - Sunset Lighting HDRI Sky Version
  • Part 54 - Water Shader Fix
  • Part 54 b - The thought process of lighting

Game Optimization

  • Part 55 - Introduction to Game Optimization
  • Exercise 7

Understand Specific Art Fundamentals Part 2

  • Part 56 - Color Temperature Harmony in relation to real time lighting
  • Exercise 8

Light Functions

  • Part 57 - Basic Light Function

Unreal 5 - Bonus Sessions

  • Co Working Session - Creative Lighting in Unreal 5 using Lumens - Sample Video

Common Questions

  • What part of the material is suppose to be metallic?
  • Do we turn off sRGB on materials for metallic specular?
  • Why isn't my white bar in EV Histogram moving like yours?
  • How to fix bloom convolution being too glow or bright?
  • How to fix texture streaming pool memory red text issue crashes?
  • Why aren't my shadow from the cubes showing up?
  • Why is there stationary or movable light in a baked environment? (Red X's)
  • Moving wrong lights from wrong lighting scenario level