Unreal Engine Game Lighting Course - PBR - Being updated to UE 5.4
Buy now
Learn more
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
Products
Course
Section
Lesson
Part 36 - Streamline Differences
Part 36 - Streamline Differences
Unreal Engine Game Lighting Course - PBR - Being updated to UE 5.4
Buy now
Learn more
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
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