How you
light a level should depend entirely on the game you're
creating, but there are some general guidelines you can
rely upon regardless of the look you're striving for. Start with general lighting
Start by lighting your level for mood and visibility.
Your goal with first pass lighting should be to create
even lighting with a distinct tone. Consider all of this
lighting to be natural or ambient. It is the light you
would find in an area without any artificial light
sources.
Once you've established the overall mood, you can worry
about detail lighting.
Avoid big lights
Big lights often create harsh, unattractive shadows, so
they should be used very deliberately. In general, you
will get smoother, more even results with a grid of
smaller lights.
Notes about color
In general, a colored light looks most natural and
satisfying if it is predominately gray with just a touch
of color. For example, instead of placing a blue light
that is 0 0 200, you'll get better results with one that
is 100 150 200 or 50 100 150. You might even prefer 100
120 140 for subtler hues.
Experiment with your textures in a test level to see how
they respond to different hues and variations.
Group general lights
Once you've placed general lighting in an area, group the
lights and name the node something logical, preferably
with "light" as the base (so that all your
light groups are together in the node view). Grouping lights lets you tweak
color or radius settings more easily.
Contrast is key
Detail lighting should be your chief tool for creating
visual contrast in your levels. Lighting that is
generated by artificial sources (such as light fixtures
or street lamps) generally looks most convincing if it is
white or off-white, especially if the general lighting
has some color to it.
I tend to rely either on 255 255 255 (white), 200 240 255
(bluish-white), or 255 240 200 (yellowish-white) for most
of my detail lighting.
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