All work

CASE 001 · Single-view Environment Relighting

Derelict Corridor

Locked-camera environment relight. Direction, reflection, and depth.

RoleLighting Artist · Self-directed study
EngineUnreal Engine 5 · Lumen
Environment AssetDerelict Corridor Megascans Sample · Quixel
My WorkLighting · Presentation
ScopeLocked-camera relighting study
FocusContrast · Reflection · Depth
01

Final

Select an image to view the full size.

02

Intent

Keep the scene dark and guide the eye toward the center.

Challenge

The corridor needs depth, but broad fill weakens the diagonal contrast.

Approach

Three groups: foreground wall reflection, main contrast, and distant depth.

03

Reference

Direction, wall reflection, and distant source.

04

Blackout

Original lighting removed.

05

Lighting Groups

Foreground wall reflection, main contrast, and distant depth.

06

Isolation

One job per group. The lower-left and upper-right remain too dark.

07

Breakdown

This study focused on directional structure and functional grouping. The asset author's setup used emissive cubes and Rect Lights to fill the lower-left and upper-right, but copying that solution broke the diagonal division I wanted. Limited shadow information remains the main constraint of this version.

Keep

The diagonal division created by the right-side source.

Revise

Replace the failed distant reflection with a downward Spot Light.

Limitation

The lower-left and upper-right still need better shadow treatment without weakening the main structure.

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