Better late than never as they said. It took a little over a year to complete this level. I wished it didn’t take so long to do so. Every man has to deal with things in their lives whether it be: family, livelihood, drama, problems mental, physical, & situational. But there are a few things no matter what someone may say they can never take them any from me. Knowledge. I learned a lot from doing this level maybe more than what I was supposed to do, but it’s OK. I achieve what I originally set out to do. Learn more about Unreal. Even though when things went from UT3 and turned towards UDK. I adjusted and kept going with the flow. I’m a better entry game designer because of it. Flexibility is important in most things in life and this is no exception. Drive. I pushed myself to do this even though my life was shaken upside down more times than I would’ve like. I pushed past my sorrows, my procrastinations, and troubles; and pressed onwards. When most people would’ve lost hope, will, and the motivation, I still walked. I know what I want. I know what my dreams are. And I know what I need to do to get there. I want to thank people who know me, supported me, and people that didn’t. Friends, family, colleagues, “Nah Sayers”, haters, skeptics, and people who really didn’t care, but offered help anyway. Thank you! As much positive energy I was given, more negative energy was directed my way as well. People, who tried to get in my way, hold me back; make me wait, and those who didn’t have my best interests at heart. Thank you. I needed those obstacles to give me a challenge and learn a VERY valuable lesson. Strife brings success out of the truly determined ones. Thank you for reading this. And I hope you follow my future endeavors while I keep moving forward and learning new things. To pull towards the DREAM! I’ll keep learning and keep clawing towards that brass ring. As another old saying goes, “The only thing holding you back is yourself!” I want to achieve way past my potential. Keep learning & getting better.
Thank you for reading this all the way through. This meant a lot to me. I hope you see something else from me soon.
Thursday, May 5, 2011
Blog 20 – Lighting
This post is about one of the finishing touches on this level, Lighting. Lighting is very important it allows the player to see, build suspense, mystery, lead the player, and among other things. I watched several tutorials, read forums, asked on forums, colleagues, and weeks on trial & error. For this post I used lighting from a static meshes’ emissive (alpha) called Emissive Lighting, point lighting, & light mass. I am relatively new at lighting, so bear with me, please.
Here is a shot of a small box shaped room lit. I used the static mesh of my walled light fixture’s alpha to emit light which is called “Emissive Light”. It looks good in a small room. Most side & small rooms in this level has Emissive Light in them.
Here’s a shot of a cylindrical tunnel with Emissive Lighting. And there is something weird about how it lights. I was told that lighting in cylindrical shapes did weird things.
Here is a screenshot the player coming up on a room that has light. I like this way of lighting it sort of draws the player to it. It seems like it’s leading the player to their next destination.
Here’s a shot of a major room in the level. It leads to three different areas on the level. It’s a large area with a large light radius using a point light in front of a walled light fixture.
Here’s a shot of a cylindrical tunnel with one point light in the dark. I like that there is little light, keeps the suspense up because at this point the player already experienced a couple enemies, so they should be on edge.
Here’s a shot of a long cylindrical tunnel with several point light throughout it.
Here’s a shot of a room after the player goes down the sewer gate that goes from the third floor to the second floor.
Here’s a shot of a cylindrical tunnel. This one is very dark with no lights in it. The only light the player with have is the light behind & in front of the player. The player may need to be careful. I personally think fighting the dark is a real challenge.
Here’s a shot of a cylindrical tunnel with two point lights are on each side of the tunnel.
Here’s another shot of a cylindrical tunnel with very limited lighting. There’s a bright, shining light coming from the next upcoming corridor. Building anticipation.
Here’s a shot of a one of the final rooms in the level. I think this level is well lit, so the player can see everything in the room to navigate it.
Here’s a shot of the final room of the level well lit, so a direct firefight is possible.
All the major stuff is done with the level is done. I just a few minor fixes & fixing the lighting in the level. Any advice or help is welcomed and appreciated. Thank you.
Here is a shot of a small box shaped room lit. I used the static mesh of my walled light fixture’s alpha to emit light which is called “Emissive Light”. It looks good in a small room. Most side & small rooms in this level has Emissive Light in them.
Here’s a shot of a cylindrical tunnel with Emissive Lighting. And there is something weird about how it lights. I was told that lighting in cylindrical shapes did weird things.
Here is a screenshot the player coming up on a room that has light. I like this way of lighting it sort of draws the player to it. It seems like it’s leading the player to their next destination.
Here’s a shot of a major room in the level. It leads to three different areas on the level. It’s a large area with a large light radius using a point light in front of a walled light fixture.
Here’s a shot of a cylindrical tunnel with one point light in the dark. I like that there is little light, keeps the suspense up because at this point the player already experienced a couple enemies, so they should be on edge.
Here’s a shot of a long cylindrical tunnel with several point light throughout it.
Here’s a shot of a room after the player goes down the sewer gate that goes from the third floor to the second floor.
Here’s a shot of a cylindrical tunnel. This one is very dark with no lights in it. The only light the player with have is the light behind & in front of the player. The player may need to be careful. I personally think fighting the dark is a real challenge.
Here’s a shot of a cylindrical tunnel with two point lights are on each side of the tunnel.
Here’s another shot of a cylindrical tunnel with very limited lighting. There’s a bright, shining light coming from the next upcoming corridor. Building anticipation.
Here’s a shot of a one of the final rooms in the level. I think this level is well lit, so the player can see everything in the room to navigate it.
Here’s a shot of the final room of the level well lit, so a direct firefight is possible.
All the major stuff is done with the level is done. I just a few minor fixes & fixing the lighting in the level. Any advice or help is welcomed and appreciated. Thank you.
Subscribe to:
Posts (Atom)