Given how different Unity is to UDK, I had to do some extra research around the lights within the engine to see what I could do to light the level up. I found this tutorial on the Unity YouTube page that helped me understand the basic concepts of lighting within Unity. While it was relatively informative, it was particularly overwhelming for a newcomer to the software to follow along. If I do come across an issue with the lighting within the engine, I may just resort to default lighting and display it as an environment piece instead of having it lit to correspond to the theme.
Being generally unfamiliar with Unity, I decided to look for a tutorial of sorts that would help me in understanding how to setup various things within Unity, such as materials, lights and various other things. This would be building upon the knowledge gained prior from the roll-a-ball tutorial that gave me the insight on basic placement within Unity.
I found this one relatively informative and helpful in deciphering how to apply textures, utilizing normal maps and some general lighting concerns I had within Unity.
As a tutorial, Paul showed us how to create a studio setup for looking at models and presenting them in more of a professional way. First we started out with 3 shapes, distanced appropriately so that the light would cast dynamic shadows in accordance to the distance, instead of 3 shapes in a line with the obvious shadows. Then adding 3 lights and a plane to act as the backdrop, for the light to cast a shadow on.
Here’s how the shapes look without materials, simply sitting in the studio setup.
Then here is the setup, with lights, camera and backdrop. And the camera facing angle with the materials added.
Rendered out, gives you something that looks like this.
I loved how it came out, I remember doing something similar to this in College with Blender and having a setup for 3DS Max is certainly useful for future and current projects.