In
this tutorial we will apply some basic principles to game lighting.

Now that we have our model completely textured, it's time to apply some
proper lighting to it. With the model open in showtool, I will turn
lights on. Let's have a look.

This is how Torque will light the geometry with the default settings.
Not much of an improvement if you ask me. Let's have a look at the Synapse
Lighting Kit.

The Lighting Kit does a great job of pushing the highlights on the texture,
but we don't want this overblown look. We don't want to simply darken
areas that need to be shaded, or lighten geometry facing our light source.
What we want to do is create a lighting setup that will pull our characters
into the scene and be an extra weapon in our arsenal to make this game
visually appealing. We want our characters and environments to have
a level of coherency that is convincing and interesting. The solution
is actually pretty simple.
The source of the problem:

The core problem is that objects in the real world recieve color and
light differently than you might expect without looking into it. We
tend to assume that shadows are black and that "shaded" areas
are simply darker. The truth is, objects recieve light and color from
their surroundings. If we assume that our object is fleshy, and that
it recieves light reflected from the ground, we will choose a tinted
reddish-brown color for our shaded areas or in the case of Torque, ambient
light. Directional light (recieved from the sky) should be a blue-ish
tint. Our untextured model might look something like this:

Stock Torque lighting will darken the whole model when the texture is
applied. The Lighting Kit won't make a difference on the geometry shot,
but when we add the texture, it should look like this:

This lighting solution looks far fleshier and believable. It also causes
an interesting color combination because of the application of color
theory. This is covered in the 2d skin shading tutorial. (when it is
up) Now let's change our default middle gray background to one that
better fits the type of environment we might find our character in.

I've chosen a dark desaturated red with a hint of purple. This really
helps the character to pop out of the "scene". Playing with
lighting and backgrounds in this fashion is a quick way to get a good
idea of what you can accomplish with the engine, since this is all rendered
with Torque in Showtool. I would strongly discourage you from simply
copying the values I am using. In no way do I intend to just "tell
you what to do". Rather, I hope that you take the principle of
light and color reflection/refraction, and apply color theory to come
up with your own interesting lighting solutions for your characters
and environments. Have fun!
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