<?xml version="1.0" encoding="UTF-8" standalone="yes"?><oembed><version><![CDATA[1.0]]></version><provider_name><![CDATA[Shooter Game Tutorial]]></provider_name><provider_url><![CDATA[http://shootertutorial.com]]></provider_url><author_name><![CDATA[andrzejkoloska]]></author_name><author_url><![CDATA[https://shootertutorial.com/author/andrzejkoloska/]]></author_url><title><![CDATA[Creating first environment &#8211;&nbsp;basics]]></title><type><![CDATA[link]]></type><html><![CDATA[<p><a href="https://shootertutorial.files.wordpress.com/2015/07/highresscreenshot00004.png"><img class="alignnone wp-image-807 size-large" src="https://shootertutorial.files.wordpress.com/2015/07/highresscreenshot00004.png?w=1024&#038;h=576" alt="HighresScreenshot00004"   /></a></p>
<p>When working on a 3d game by yourself you need to have knowledge about preparing scenes. In this post I will give you some tips about:</p>
<ul>
<li>Static and dynamic lighting your levels,</li>
<li>Using Unreal Engine 4 tools to prepare scene,</li>
</ul>
<p>Basically lighting and preparing scenes is big piece of cake of game development and there are separate positions for people doing this. Graphics Level Designers, Lighters, Meshers &#8211; it depends on company, but mostly they have graphics knowledge.</p>
<p><!--more--></p>
<pre><strong>This Tutorial has been created using Unreal Engine 4.8.2</strong>. 
Make sure you are working on the same version of the engine.</pre>
<p>If you are doing game with &#8220;realistic&#8221; graphics (as I&#8217;m doing) unfortunately you need to have good computer to work with. 4 cores CPU, SDD disc and good graphics card. For couple of years I was working on old computer here at home. When my new box came everything changed&#8230;now I can build lighting in 3 mins instead of 3 hours. I think I was really motivated to work with old computer <span class='wp-smiley wp-emoji wp-emoji-wink' title=';)'>;)</span></p>
<p>In earlier post I showed you some <a href="http://shootertutorial.com/2015/06/28/sci-fi-environment-assets-list/">great sci-fi enviro assets packs</a>. In this post I will use pack from Manufactura K4. Please read <a href="http://creategamesfromscratch.blogspot.com/2014/05/prototype-sci-fi-environment-import.html" target="_blank">post about importing this pack from Unity to Unreal Engine 4. </a>You should read <a href="http://creategamesfromscratch.blogspot.com/2014/05/prototype-creating-basic-scene.html" target="_blank">Creating Basic Scene</a> as well.</p>
<hr />
<p><strong>LIGHTMASS</strong></p>
<p>Unreal Engine 4 use light maps for lighting named Lighmass. There are great documentation pages about Lightmass:</p>
<ul>
<li>Must Read &#8211; Unreal Engine 4 <a href="https://docs.unrealengine.com/latest/INT/Engine/Rendering/LightingAndShadows/index.html" target="_blank">Lighting Documentation page</a>,</li>
<li><a href="https://udn.epicgames.com/Three/Lightmass.html" target="_blank">Unreal Engine 3 documentation page</a>. Yes &#8211; you can learn a lot from this page even when using Unreal Engine 4,</li>
<li><a href="http://www.chrisalbeluhn.com/UDK_Ambient_Occlusion_Tutorial.html" target="_blank">Static AO</a>,</li>
<li><a href="http://www.evermotion.org/tutorials/show/9154/unreal-engine-4-for-archviz-tutorial" target="_blank">Some basics</a> on Evermotion,</li>
</ul>
<p>And about level design:</p>
<ul>
<li>Learning &#8211; <a href="http://www.thegnomonworkshop.com" target="_blank">The Gnomon Workshop</a>,</li>
<li>Daily Must Read &#8211; <a href="http://level-design.org" target="_blank">Level Design.org</a>,</li>
</ul>
<p>As always &#8211; take your time! You won&#8217;t learn this if you won&#8217;t invest your time on reading the docs and creating prototypes. It&#8217;s better to test this out on test scenes.</p>
<p>When I&#8217;m lighting scenes first I&#8217;m adding one, two lights and try to get the best results only from them using Lightmass Settings. Some settings which can be helpful:</p>
<ul>
<li><strong>Static Lighting Level Scale. </strong>If you are working on small level you should definitely scale this down. Build time will increase but lighting will be more detailed,</li>
<li><strong>Num Indirect Lighting Bounces. </strong>It means how much time light can bounce from meshes. If you know that you will have lot of small lights this should be scaled down,</li>
<li><strong>Indirect Lighting Quality. </strong>I&#8217;m always pushing this to &gt; 1,</li>
<li><strong>Environment Color / Intensity. </strong>This is emulating sun light which will go to indirect lighting,</li>
<li><strong>Use Ambient </strong><b>Occlusion.</b> Really useful but you will get results only in High lighting quality,</li>
</ul>
<div data-shortcode="caption" id="attachment_796" style="width: 310px" class="wp-caption alignnone"><a href="https://shootertutorial.files.wordpress.com/2015/07/withoutao.png"><img class="wp-image-796 size-medium" src="https://shootertutorial.files.wordpress.com/2015/07/withoutao.png?w=300&#038;h=248" alt="WithoutAO" width="300" height="248" /></a><p class="wp-caption-text">Without AO</p></div>
<div data-shortcode="caption" id="attachment_795" style="width: 310px" class="wp-caption alignnone"><a href="https://shootertutorial.files.wordpress.com/2015/07/withao.png"><img class="wp-image-795 size-medium" src="https://shootertutorial.files.wordpress.com/2015/07/withao.png?w=300&#038;h=248" alt="WithAO" width="300" height="248" /></a><p class="wp-caption-text">With AO</p></div>
<ul>
<li><strong>Compress Lightmaps</strong>. If your level is small you can turn this off. All lightmaps will be uncompressed with much more better quality. Disabling this will make your level 4x bigger size on disc.</li>
</ul>
<p>When working with static lighting make sure you have proper lightmaps resolution.</p>
<p><a href="https://shootertutorial.files.wordpress.com/2015/07/lightmapdensity.jpg"><img class="alignnone wp-image-798 size-full" src="https://shootertutorial.files.wordpress.com/2015/07/lightmapdensity.jpg?w=532&#038;h=493" alt="lightmapdensity" width="532" height="493" /></a></p>
<p>Basically your gameplay arena should be green. Blue means less resolution (quality). You can select static mesh and search for <strong>Overridden Light Map Res </strong>and make the resolution bigger or smaller depending what color the mesh have. After updating this value you need to rebuild your lighting. Meshes that don&#8217;t have lightmaps generated will look like this:</p>
<p><a href="https://shootertutorial.files.wordpress.com/2015/07/nolightmaps.jpg"><img class="alignnone size-medium wp-image-799" src="https://shootertutorial.files.wordpress.com/2015/07/nolightmaps.jpg?w=300&#038;h=249" alt="nolightmaps" width="300" height="249" /></a></p>
<p>Here you can find my ligtmass settings for first corridor:</p>
<p><a href="https://shootertutorial.files.wordpress.com/2015/07/mylightmasssettings.jpg"><img class="alignnone wp-image-800 size-full" src="https://shootertutorial.files.wordpress.com/2015/07/mylightmasssettings.jpg?w=393&#038;h=561" alt="mylightmasssettings" width="393" height="561" /></a></p>
<p><b>Lighting corridor.</b></p>
<p>I have only 3 stationary lights on the scene. Stationary lights are dynamic so your materials will look much more better in Stationary light radius.</p>
<p><a href="https://shootertutorial.files.wordpress.com/2015/07/stationarylights.jpg"><img class="alignnone size-medium wp-image-801" src="https://shootertutorial.files.wordpress.com/2015/07/stationarylights.jpg?w=300&#038;h=190" alt="stationarylights" width="300" height="190" /></a></p>
<p>Rest of my lights are static. I have 4 envrio lights with bigger radius and rest lights are really small to drive small emissive lighting.</p>
<p><a href="https://shootertutorial.files.wordpress.com/2015/07/smalllighting.jpg"><img class="alignnone size-medium wp-image-802" src="https://shootertutorial.files.wordpress.com/2015/07/smalllighting.jpg?w=300&#038;h=142" alt="smalllighting" width="300" height="142" /></a></p>
<p>I&#8217;m using spot lights as well on the big lamps.</p>
<p><a href="https://shootertutorial.files.wordpress.com/2015/07/spotlight.jpg"><img class="alignnone size-medium wp-image-803" src="https://shootertutorial.files.wordpress.com/2015/07/spotlight.jpg?w=300&#038;h=230" alt="spotlight" width="300" height="230" /></a></p>
<p>After you are happy with your lightmaps insert Sphere Reflection Captures. I have two of them near gameplay area.</p>
<p><a href="https://shootertutorial.files.wordpress.com/2015/07/reflection.jpg"><img class="alignnone size-medium wp-image-804" src="https://shootertutorial.files.wordpress.com/2015/07/reflection.jpg?w=300&#038;h=171" alt="reflection" width="300" height="171" /></a></p>
<p>There are still issues with reflections captures on mobile, but you can use mobile preview to check the results out.</p>
<p>If you are happy with your lighting insert Post Process Volume into the level and check Unbound on it. There are lot of options there and I don&#8217;t want to go thru them. I think it will be better for you to play around with them!</p>
<p>If you want to create better scenes my tip is &#8211; watch lot of movies, watch screens from other games! Check how others are doing it.</p>
<p><strong>Results that you can use as reference.</strong></p>

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<blockquote><p>Creating ShooterTutorial takes a lot of my free time.<br />
<a href="https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&amp;hosted_button_id=8UXM3JZGDPPPE"><img src="https://www.paypalobjects.com/en_US/i/btn/btn_donateCC_LG.gif" alt="Buy Now Button" /><br />
</a>If you want you can help me out! I will use your donation to buy better assets packs and you will be added to Credits /Backers page as well.</p>
<p>Implementing game is taking time but writing about it is taking much more effort!</p></blockquote>
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