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Interior Lighting Test

To practice interior lighting, I took Julio Juarez's "Polar Sci-Fi Facility," removed the lighting, added some assets, and created my own set-up! This was one of my favorite pieces to work on and I really enjoyed trying to create a blustery, winter, interior sci-fi lighting setup that reminded me of some of my favorite games.

Since the door to the base was wide open in the original scene, I deleted all the lighting and started by adding Ultra Dynamic Sky to get some baseline lighting.

Since the door to the base was wide open in the original scene, I deleted all the lighting and started by adding Ultra Dynamic Sky to get some baseline lighting.

I didn't like how even UDS's default preset was in this case, and wanted to add to the mystique of the scene by adding some volumetrics to make it seem like a blustery winter day.

I didn't like how even UDS's default preset was in this case, and wanted to add to the mystique of the scene by adding some volumetrics to make it seem like a blustery winter day.

After getting UDS to a spot that I was happy with, I added a key light coming from outside the door to accentuate the sunlight. I arranged some crates in the center of the scene and loved how this key light brought them to life.

After getting UDS to a spot that I was happy with, I added a key light coming from outside the door to accentuate the sunlight. I arranged some crates in the center of the scene and loved how this key light brought them to life.

Next, I added a soft fill coming from the right of the foreground. I wanted the "access panel" that I added on the left to be a bit more noticeable without taking away from the "hero asset" (i.e. the crates) in the center

Next, I added a soft fill coming from the right of the foreground. I wanted the "access panel" that I added on the left to be a bit more noticeable without taking away from the "hero asset" (i.e. the crates) in the center

To accentuate the crates, I used a Megascans light cover asset along with some basic cylinders and an emissive material I created to form a practical light at the center of the scene. I love the slight distortions this gives off that lead our eye!

To accentuate the crates, I used a Megascans light cover asset along with some basic cylinders and an emissive material I created to form a practical light at the center of the scene. I love the slight distortions this gives off that lead our eye!

I thought the interior needed some more practical lights, so using the emissive material and light asset, I made some secondary light panels that were moved to the upper right wall!

I thought the interior needed some more practical lights, so using the emissive material and light asset, I made some secondary light panels that were moved to the upper right wall!

This base was already feeling kind of desolate with the key light coming from outside, so I added to that by bringing in a smoke system and adding a red point light to make it resemble a flare.

This base was already feeling kind of desolate with the key light coming from outside, so I added to that by bringing in a smoke system and adding a red point light to make it resemble a flare.

To make things a bit more dynamic, I also added some subtle red lights to the access panels on the left and right side of the scene.

To make things a bit more dynamic, I also added some subtle red lights to the access panels on the left and right side of the scene.

Finally, I edited my render to make things pop a bit more. I was really pleased with the look and would love to play with this environment some more!

Finally, I edited my render to make things pop a bit more. I was really pleased with the look and would love to play with this environment some more!

Here's a quick preview video of each lighting level!