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One thing I learned is that for lighting, it is better to start with one light and add as you go but most people work differently so maybe it is different for some people. You can boost that with the light shaft settings in your Directional Light. I added Volumetric Fog to showcase the God-rays coming through the window. I usually use other settings in the color grading but it was not needed for this project. I only used one light for the scene which was one of the things I was trying to challenge myself with to see what I can pull off without additional light sources.įor the post-processing, I used the Bloom setting, Exposure, and for the color grading part, I just manipulated my white balance. The lighting part was one of the biggest challenges for me. I had big legendary battles with Lumen, luckily I set aside a couple of weeks to get that lighting correct.
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I watched gameplay, took screenshots from Life is Strange games and tried to match it as close I can, I wanted it to be real-time lighting as well. I did many iterations of lighting to match the style I was going for. Lighting has always been a struggle of mine but with Lumen, things became a little easier. Below is an overview of some props I created. I created the building parts modularly because Lumen does not like combined meshes.
#Creating stylized characters blender how to
I also had to learn how to re-use assets so lots of duplication was occurring because I knew the texturing was going to take lots of time especially figuring out variations. Since this project is props-heavy, I get my UVs out of the way earlier so that if I have to make changes the tweaking of the UV would be easier and that is why I planned it so that I can only do a certain amount of props at a given time to not overwhelm myself. It helps to remember what is the final plan of those props and by that I mean how are you going to texture them. So, after exporting my blockout meshes I used that same blockout as a proxy reference when modeling the props from the reference. I have a habit of even saving my blockout meshes, not necessary for everyone but it helps me to remember where I started from. When creating a scene, during the planning phase, make sure your folders are structured correctly so you know where to find things when you start having lots of things in your scene and you should do this even in Unreal Engine. After I got my blockout out of the way, I exported the blockout meshes to my special Blender folder with a correct scale.