Facebook Twitter YouTube Frictional Games | Forum | Privacy Policy | Dev Blog | Dev Wiki | Support | Gametee


Thread Rating:
  • 0 Vote(s) - 0 Average
  • 1
  • 2
  • 3
  • 4
  • 5
Basic Map and Light Improvements
FlawlessHappiness Offline
Posting Freak

Posts: 3,980
Threads: 145
Joined: Mar 2012
Reputation: 171
#11
RE: Basic Map and Light Improvements

(01-16-2014, 03:08 PM)Romulator Wrote:
(01-16-2014, 11:52 AM)FlawlessHair Wrote: I use spotlights as often as I can.
Shadows makes it more realistic IMO.
Spotlights are also able to fade, but anyway, always try to keep your colors low.

It's a good idea for realism, however don't have too many shadows :3 Can screw around with performance on low end computers and too many shadows off one object is a bit unnecessary. A well lit room however, even though it will have shadows, will be somewhat covered up by the light in the room itself unless it is quite dark Smile

Think about the Archives level in Amnesia. It's a fairly well lit area, therefore there are limited shadows given off throughout, however in somewhere like the Wine Cellar, there would be a lot more shadowing used because it is not as bright.

Not arguing or anything, but just giving what I think.
I totally agree! I didn't think about well-lit rooms. I was thinking about dark rooms.
I'm thinking: 1 shadow-source for each room, depending on the size of it.

Trying is the first step to success.
01-16-2014, 11:14 PM
Find




Users browsing this thread: 1 Guest(s)