Recreate preview scene lighting in game

Hi there,
So I’m using dynamic lighting which may make what I’m asking impossible. I see the lighting in the preview scene of things like editing animations or something, and it looks tasty in comparison to what I have in game. Heres an image of what I want -

And here is what Im currently working with -

I imagine this is in the post processing (duh) but it may incorporate something else. Maybe someone knows the settings used to create this in game if it’s possible. My main thought is how I can get the cleaner look in game on my scene.
(preferably maintaining dynamic lighting rather than baked.)
Thanks

Hi!

I think your light is too yellow and too bright… changing those settings should help you get a closer result to the preview look!

You can tune the settings in Post Process / Color Grading… this is the best I could get out of this lighting…

The orange/yellow is definitely something I’m going to change. what about the shadows the preview has? In my in-game image you can see really dark parts under the beard and with the way I’ve smoothed out the model, it looks kinda ugly. but it looks fine in the preview. less dark, light in most if not all the areas. is that a setting? like AO or some sort of indirect lighting setting? Thanks

Well it’s lighting… :wink: Many different settings… and different techniques to achieve certain lighting…
I don’t know what/how many lights you use so it’s impossible to answer! :wink:
…if you want less contrasty shadows decrease your main light’s strength and increase your fill light’s… you can play with contrast/gamma/exposure settings…
AO is just for faking shadows… you can play with those settings too…

The thing I was looking for seems to be an ambient cubemap. I didn’t really word the question in the way I should have so my apologies for that. I just didn’t like how my gnome was lit in a really dark way in certain places. Using one of the preset ambient cubemaps and turning up the intensity of it did the trick. Thanks for the help. I knew what I wanted I just didn’t know how to phrase it. :stuck_out_tongue: Is there a big performance hit from using an ambient cubemap though?

:smiley: No worries! Most important is that you’ve managed to get the result you wanted! :wink:
…as far as I know it’s completely “safe” to use ambient cubemaps regarding performance!