
Explore a holistic, production-driven approach to lighting in Unreal Engine 5, leveraging marketplace assets and lumen, and master basics, prop lighting, and character lighting for a large outdoor environment.
Master the basics of lighting in Unreal Engine using lumen, including direct and indirect lighting, global illumination, skylights, and movable lights, plus exposure and luminance settings for realistic scenes.
Learn how cameras and exposure shape lighting in scenes by balancing sky and sun, understanding dynamic range, and using auto exposure to create a natural, cinematic look.
Explore how exposure values shape image brightness, and learn to balance skylight, directional light, and interior lighting using stops, EV, and HDR sky in Unreal, with practical camera-inspired metering.
Balance indoor and outdoor exposure using post-process volumes and blend controls. Translate EV100 to camera settings—ISO, shutter speed, and aperture—for pleasing lighting, depth of field, and sunny 16 reference.
Learn to craft asset presentations in Unreal Engine using free assets and megascans. Build a versatile floor material with texture switches, and compare Unreal Engine and Marmoset workflows.
Explore a studio lighting workflow using skylight with HDR cube maps and radiance cache, then refine post-process volume and camera focus for realistic shadows and reflections.
Master practical lighting tweaks, fix lumen reflections with standalone ray tracing, and refine post-processing with convolution bloom, tone mapping, chromatic aberration, and film grain for cinematic realism.
Modify the scene to achieve a neutral render by balancing colors and metalness, then enhance with hdr, exponential height fog, and grazing highlights to emphasize material definition.
Master vehicle lighting by balancing lumen global illumination and reflections, adjusting cubemap resolution, skylight, and IES profiles to enhance material readability and realism.
Build rock assemblies from Megascans with Nanite, presenting them in context with sky atmosphere and captured scene skylight. Fine-tune base color, fog, and camera for a vivid outdoor look.
Explore advanced car rendering by sculpting lighting to highlight shape, using HDRIs and lumen reflections, and matching camera focal lengths to achieve readable, stylized highlights.
Explore portrait photography-inspired character lighting across studio and outdoor setups, using hdr lighting, soft key and fill lights, and realistic depth of field.
Explore stylized character lighting using the free Paragon Shinobi, mastering key, fill, backlight, and rim lighting with volumetric fog and post-process controls.
Execute an analysis pass to repair a scene, balance base colors and textures, and establish a physically based lighting setup using lumen, skylight, sun, and post-process controls.
Balance atmospheric fog and height fog, blend static sky with atmosphere, adjust Rayleigh and Mie scattering, and create cloud shadows with a light function for realistic desert lighting.
Explore pixel depth offset and heightmaps to create screen-space shadows in Unreal Engine, and examine virtual shadow maps, contact shadows, and bloom for realistic lighting.
Apply practical interior lighting in Unreal Engine by organizing lights into levels, balancing post-process exposure and color temperature (2700 Kelvin) with lumen values, and using blueprint lights for moody lighting.
Balance neon interior lighting using real-time GI, adjusting point lights, emissive materials, and color to achieve mood and readability while aligning with reference images.
Explore interior lighting with emissive sources, lumen volumetrics, exposure tweaks, and color temperature balancing to shape shadows and cinematic scenes while optimizing performance.
Learn to light a phone booth with fill lights and an IES profile, using post-process volumes and auto exposure to balance exterior and interior scenes.
Create a base post-process volume to standardize exposure and lighting, then adjust skylight, sky dome, fog, volumetric scattering, light shafts, and bloom to generate varied cinematic lighting scenarios.
Create cinematic lighting variations by adding light sources, adjusting exposure curves, and using overcast, HDR, skylight, fog, and color grading to craft day and night scenes.
Leverage dynamic sky workflows with lumen, movable sky atmosphere, and real-time capture to craft responsive lighting. Explore volumetric clouds, height fog, and post-process tweaks for cinematic Unreal scenes.
Ultimate Lighting - In-Depth Tutorial Course
Learn how a professional lighting artist works when creating lighting and mood for not only large and open environments but everything, from basic lighting theory and technical concepts to elevating portfolio, renders with great composition and clean presentation!
THE HOLY GRAIL OF LIGHTING: LUMEN AND UNREAL ENGINE 5
All the work will be done using the latest technological advancements in real-time lighting, from utilizing raytracing to lumens large-scale dynamic global illumination inside Unreal Engine 5
In this course, you will learn everything you need to know to understand the basics and also complex concepts of what makes great lighting, as the devil is often in the details.
These concepts are essential and range from camera and exposure theory to the right way of thinking when approaching things that initially seem daunting.
17+ HOURS!
This course contains over 17+ hours of content – You can follow along with every single step – as these concepts shown are essentially applicable to any shape of content.
We will start by going over some often missed-out basic concepts that will help you understand how to approach lighting in a new way.
After the fundamentals are out of the way, we will create some high-fidelity assets, vehicles, nature, sports cars, and even character renderings that can help you make your work shine in the best light ever!
Last but not least, we will tackle a big open-world scene, including a nice and cozy diner interior, to make sure we can establish something that works from macro to micro scale in a consistent and pleasing way while having fun exploring different lighting scenarios.
SKILL LEVEL
This course should have something for everyone, no matter the skill level, but it is definitely well-suited to give newcomers a great base to build on while also having a little gem here and there for everyone who has done similar things for years already. The prop presentation section is definitely a great addition to every environment or prop artist's skill set, as building a strong portfolio is of unmeasurable value these days.
TOOLS USED
Photoshop
Unreal Engine 5.1
YOUR INSTRUCTOR
Tilmann Milde is a lighting and art director at EA with over 10 years in the AAA Game Industry. He’s worked on titles such as the Star Wars Battlefront series, Battlefield, Alan Wake 2, Dead Island 2, Dreadnought, as well as the just recently announced DUNE game by Funcom
SOURCE FILES
Please note that this project does not come with any source files or extra content due to platform limitations. If you want all source files & extra content like un-timelapsed footage please look us up on ArtStation, Gumroad or FlippedNormals