Expanding Materials/Lighting
Added materials to all static meshes and added spotlights to the scene. Expanded level to include two areas, one indoor and one outdoor.
Materials feature a variety of surfaces on normal maps. The grass is a perfect example of a normal map being applied. The floor of the indoor room is a brushed steel metal. The tiled ceiling and granite slabs outside are generally smooth textures, though they still have a slight roughness applied to make it realistic. Finally, the wooden structures are an example of a rough material. **All materials were collected from textures.com.
The lighting in the scene come from a couple sources. The directional light intensity was turned down and set to a light, cool blue. There is a spotlight in the building entryway, guiding the player into the building. Inside, there are different point lights on the wooden structures arranged. One of the point lights lies within a LightMassImportanceVolume, concentrating the light in the area, forming an area light.
Next I want to work on...
- Adding video
- Make level brighter
- Fixing the ceiling and walls (too low)
- Add more decor
- Add more gameplay mechanics
Indoor Level
The first project for Game Design I at Shocker Studios.
Status | In development |
Author | Chloe Kinga |
More posts
- Game NarrativesOct 17, 2022
- It's About Drive, it's About PowerOct 03, 2022
- Improvements: ImplementedSep 26, 2022
- Improvements: To Do ListSep 21, 2022
- Detailing the LevelSep 19, 2022
- Creating a Medieval LevelSep 12, 2022
- Setting Up Our Game PageAug 28, 2022
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