As with everything, we need lights... we need a camera... we... okay We may not need the dramatic action that we get on the big screen, but never the less I need some lighting occurring. Hence why I'm going to go about this from a simple perspective: the level is going to need light. First off the bat, let's use a pale blue directional light as the sun. Why use the blue directional light? Simple! Clouds provide a lesser density of light, which I'm hoping the particle effects will work in conjunction. Therefore I need a light source that would seem like it's going into a be a little bit darker. and most likely going to be a bit interesting, so i will have to use a particle effect to manufacturer the clouds.
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This is the the kind of lighting I'm looking at for the world... |
Considering the art style, there will be parts glowing on buildings. I'll utilise it actually line parts with the textures, but use a low luminosity point lights at the edges and within an overlapping radius. This will act as a highlights and give the objects int eh game that greater sci-fi feeling.
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Models from Tron Evolution |
Okay, now we have some decent lighting plans laid out, lets get some more pieces for the level sliding into place!
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