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M41 UE4 Lighting Experiment

So I have been messing with UE4 for some time now, and have recently been diving deeper into lighting. My M41 tank model is the one I built for the modern tank MMO, Armored Warfare, but since that game was running in an older non-PBR version of Crytek, I decided to re-texture it in Substance Painter and put it into a UE4 scene to learn more about lighting. The scene is lit with a directional light and a skylight, along with lots of Post-Process adjustments and a LUT texture put into the post process volume.

Colder, misty morning

Colder, misty morning

Using LUT textures in the post process volumes along with manual color grading can greatly enhance your scene. Here is the final image with LUT enabled.

Using LUT textures in the post process volumes along with manual color grading can greatly enhance your scene. Here is the final image with LUT enabled.

Here is the RAW image in UE4 with LUT disabled

Here is the RAW image in UE4 with LUT disabled

Here is a more subtle LUT adjustment that sticks closer to the RAW color palette.

Here is a more subtle LUT adjustment that sticks closer to the RAW color palette.

The rest of these images use identical scene settings in UE4, the only difference between them is the LUT texture. Here is Retro look.

The rest of these images use identical scene settings in UE4, the only difference between them is the LUT texture. Here is Retro look.

Another Retro Variation

Another Retro Variation

A monochrome Retro variation

A monochrome Retro variation

LUT texture can change your scene from day to night

LUT texture can change your scene from day to night

This one is completely impractical, I just thought it looked neat!

This one is completely impractical, I just thought it looked neat!