Baked lighting is something that I haven't done in unreal engine before, so this week's blogpost has been really helpful. Learning how to set up reflection probes, bounced ambient lighting, and the use of textured planes to create sun-shafts has been really insightful. I feel like I know what I need to know to create larger, more complicated baked lighting for large scenes. I tried to get the lighting to come through the window at just the right angle to create some interesting lighting on the leaves of the pot plant, whilst also casting a nice shadow on the back wall. I was never really into lighting in games, but have always had an interesting in the lighting of films, so this has been a cool experiment in achieving a certain mood.
|
World design theory (WDT)DevelopersThe goal of this blog is to relate current and past attempts at world design to further improve our understanding. Archives
October 2017
Categories |