Skip to main content

Lighting



Lighting 

I have used lighting within my project to achieve an authentic and realistic setting from the perspective of the player. Looking at the references by artists, I have focused on recreating these ideas.
I have done research on how to maximise lighting in UE4 without overcrowding the scene. I felt that this is the best route to follow.




The first thing was the lighting points, in this case, they were the fixtures. After this, I placed some subtle lights down the walls and looked at the overall environment to see if I was gaining maximum realism. Making sure that my placement of these lights was as realistic as possible. 


I spent time finding a tutorial online, which showed me some new pointers on how to use lighting in various different ways to what I originally intended. This was useful in maximising the realism of the environment scene. 







Comments

Popular posts from this blog

Car dashboard

  Car dashboard In between the first and the second cut scene, there will be a couple of shoots which will be the dashboard of the car. The dash dashboard will show the car spend and the rest below is an example of what the view will see the purpose is to show more detail and movement in the video for the end experience. And some station shots to mix up the footage. After researching car chases sense in films they all ways how the inside of the cars or the dashboard, this is because it keeps the point of forces of what’s happing and changers it over standard outside shots, this keeps the action up to and the view more entailed in the what’s happing or what’s going to happen. A good example of this is a film called Baby Driver   From Baby driver, I notice that you can show the viewer a lot of information in a very short period which makes sense. In the opening scene, it shows what the action which the driver is going to do before it happens. Below I have taken screen sh...

Rigging

Rigging Alongside the animations, I have used rigging in Maya. Rather than just using the more simplistic animations, rigging allows me to create more realistic movements. For example, chains and belts. I have gained knowledge of how to use pully belts as a rig effectively, as well as creating smooth transitions for the pully belt moving around the wheels. I felt it best to prioritise this transition as it would effectively create a juddered game experience for the player if it was not smooth.  I found that while doing this process, I found it easy enough to grasp the main concept of it, however further on into the more complex issues, I found it more difficult to grasp.   It has been a slow learning experience as there are so many options for adjustments within the rigging process. 

Semester 3 First cut sense

First, cut sense Car driving down the road, this will be setting the scene. The environment will be a big part of the setting as the view will know what the rest of the set as. The weather conditions will be very dull and misty, showing what time of day it is. The environment that the car will be driving down Road and road markings Dirt by the side of the road Tress and bush plants Misty and foggy Moon lighting The vehicle Old pickup or a police car The camera work. Fast movement but showing off the detail of the car and the current mood. The camera will show the external and internal of the car, below are so examples which helped me with my designing. https://www.youtube.com/watch?v=6XMuUVw7TOM -- Baby driver https://www.youtube.com/watch?v=CD0VD3LElOI -- Bourne Identity The moving parts in the first cut sense The internals The rev and speed dials Gear shift The external Moving vehicle  License plate falling off ...