Relight-Practice of UE4 Epic's "Sequencer" project example. This one was technically quite complex for my current skills. The lighting was "solved" in a couple of days, however, to make all work in animation and render was a lot more difficult than expected... Especially the fact that characters and arcade machine do not keep much continuity in the place they are supposed to be from shot to shot, which made things a lot more complex than what they should be. Learned a lot about the sequencer itself with this little project. However, there is some stuff still not very clear... Not crazy about the final result and basic grading. Day one, still frame results, in the Blog, were better...
https://www.artstation.com/grajo/blog/XXO0/ue4-lighting-practicetest-sequencer-wip Sacrificed most of the "per shot beauty lighting" and grading because basically, I could not manage to transfer all sequencer animations to game render (for some reason, in-game/rendering, some lights appeared in places they should not, even if they were well keyframed) I still need to understand some basics I am missing I guess. In any case... happy for my first approach to sequence lighting with UE. Really, a joy to light, RT sequence lighting is a blast :]
*Rendered with UE4 no external modifications.