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.

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