Thursday, 14 November 2013

Prototype Update w/Lighting

With my placeholders into my prototype I went back to look at the environment as a whole. I wanted to make some decisions on the final shape and size of the building, as well as how I was going to create the architecture.

I'm going to change the roof in the bedroom and raise it up to add some more height to the room. For the architecture I will be building the main walls with the UDK brush. I will then be modelling in the extra architecture, like wooden beams and windows and adding them in later. This gives me more control over how the building will look and will allow me to make a variety of beams instead of it being one standard straight wall. It will also allow me to have much more control over the textures.

I decided to shrink the size of the Pantry. For a room that's going to hold the food for one person it's going to need to be stocked but there is no need for it to be as large as it was.

After deciding on how I'm going to create the architecture, I moved onto creating slightly more realistic lighting, rather than having a basic light lighting it all. I created a light for the candles, lamps, and then lighting that would be coming in from the windows. After moving the lights where I wanted them, I liked the basic positioning of the lighting. However the brightness of the lights seemed slightly bright, and the falloff was too short, this left many areas rather dark. I need to go back and alter the lights. When doing that though I need to think about the light and colour that will be coming from many of my assets. With the variety of potions and magic that will be scattered all over there will be a lot of emissive lighting coming from them.












No comments:

Post a Comment