Monday, 22 April 2013

Assembling the Room in UDK

Importing the meshes and textures to UDK is an easy enough process. So long as pieces that need to fit together were created at a fixed scale there should be no major issues, aside from making sure they're aligned properly on the grid.
The lighting is a little trickier. While experimenting with the primary light source I found it formed a similar shaft of light through as doorway as I'd expected, but the rest of the room didn't receive nearly as much ambient light as I'd predicted. There were two ways I considered to combat this; one was to add a second light, much dimmer than the first, that doesn't cast shadows. This would add a small amount of illumination inside, but at the cost of looking unnatural if not executed properly. The second was to add a second visible light source. I quickly modelled an oil lamp and placed the light source (complete with active shadows) on the spout along with a small flame emitter. After changing the colour of this light to an orangy glow it illuminated a part of the tomb quite clearly and had a logical source to solidify the effect.

With some basic lighting set up to show me what sort of camera shots I might want to take, I went back to modelling the tomb's contents. The "door to the afterlife", seen at the back of the room, behind the light emitter labelled with a letter "S", has since been textured using a pair of photos from cgtextures.com of an authentic spiritual door. This is and will be the case with most objects in this room. Each is modelled after real artefacts I find through research and textured, if practical, from photos of said objects if they are royalty free (while these textures in particular aren't for any profitable use, I wish to refrain from relying on Google for quick textures, as that's obviously bad practise in any industry!)

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