Game Development Community

Level lighting tips?

by John Doppler Schiff · in Artist Corner · 04/15/2007 (6:29 pm) · 2 replies

Hi folks,
I'm wondering if anyone can point me in the direction of some good lessons on level lighting. Even though my architecture is pretty good, my environments feel flat and unexciting, and I'm pretty sure the lighting is to blame. But without adding a few hundred lights to my levels (and a few hours to my relight times), I'm not sure how to get a dynamic, vibrant look.

I've got a solid grasp of the technical side of the Synapse lighting models; it's the aesthetics that elude me.

Your tips and resources would be extremely welcome!

-- JohnDopp

#1
04/16/2007 (4:56 pm)
Well, long relight times are common and are inevitable with good lighting. Of course, it only has to happen once, so there shouldn't be any worries about a long relight.

I can't offer up too many tips, lighting is a very environment based feature and I was never to good at it myself. I have figured out that its usually good to avoid drastic ambient light or light the appears to have no distinguishable origin. Also avoid right angles and drastically steep angles, to give buildings and objects nice shadows while still feeling natural.

That is all I can come up with. Just remember that good lighting will take time to implement and calculate.
#2
04/16/2007 (6:51 pm)
Thanks, Ross... good tips!

Unfortunately, relight times will be an issue in my situation; my project is an MMO with dynamically generated "missions". In the outdoor regions of the game, DIFs and the angle of sunlight will change daily, and each change will require a relight. Due to that fact, my goal is to keep relight times under 2 minutes.

Indoor areas will be more stable, so I'll have a bit more freedom with the lighting in those regions.