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Monday 14 April 2014

Lighting and Lightmapping - Forest, Ice, Fire

Once I had started building out the levels with our terrain models I begun doing a few lighting tests in order to see which method of lighting would best suit our game. Originally we were going to use all dynamic lighting, however after running a few tests with lightmapping in Unity, we found that it gave much better results that more closely resembled the art style we were aiming for. Setting up and optimizing the game for the lightmapping process was not as simple as we had at first hoped, as several of the models were too large to fit onto our lightmap atlas and would appear pixelated during gameplay. In the end some of the larger models had to be split and our max atlas size and lightmap resolution was adjusted accordingly to give us the best possible results. Below are some screenshots of the first three sections of our level fully lit and lightmapped:






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