Wow, that's great. Have to try this out!
Wow beautiful environment. Very thorough and detailed. But I think there are a few images that are not showing up (error?). Is that just me? Interested in seeing those other pictures...
Jack. First of all, I want to apologize for offending you. We published this just to show how the tech could be used. We don't actually care about the message. But you do bring up a viable point, that for some people - this might be an issue, so I take this post down.
3DArtist published an awesome guide to lighting scenes by our friend Clinton Crumpler. The artist discussed how to create mood and approach visual storytelling in UE4. You need to be able to establish a visual background story to hold your viewers’ attention. Here are some things you need to know about lighting to attract audience.
Change the aspect ratio and FOV
When using the camera settings, you will find that increasing your aspect ratio to 2 or higher and lowering the default field of view from 90 to a value between 50 and 80 will provide a more realistic and cinematic look. This is different than what a player will typically use in a gameplay mode, but it provides a less distorted perspective of the environment for cutscenes and portfolio work.
Bake lighting with Lightmass
Do not forget to place and surround your scene with a Lightmass volume. Doing so allows the light bake to compute properly for all the assets and actors contained within the volume. Also, when baking and building lighting for your scene, start with lower-quality settings of preview. This view speeds lighting production time and allows for quicker iterations and faster results. For the best results, make sure to use production-quality lighting at the end.
Add scene colour options
Some of the quickest wins for Post Process Volumes are in the settings under the Scene Color options. Scene Color Tint, Vignetting, Fringe, and Grain can all make nice additions to the scene. Remember to use these in moderation, as they can quickly overpower and cheapen the look of your environment. I recommend a value of no greater than 0.5 for the Fringe or the Vignette Intensity, depending on the mood you are trying to achieve. This will add just a touch of camera effects for a more cinematic look.
You can find the full guide here.
Want more? Here are our exclusive interviews with Clinton Crumpler for you to master Unreal Engine 4: