The orange stage is where I spend most of my time working on. The advantage of using light blocker levels is that the adjacent levels can be built with extremely low lightmap resolutions, so there is little wasted time light baking meshes that you will simply discard. Those levels include all adjacent levels that might affect the lighting of the desired level (such as by bouncing or blocking lighting), and it also utilizes cube blockers to improve blocking and reduce artifacts. This is also where I set up the light blocker levels, which are debug levels attached to individual spaces for light building purposes. This is essentially V1.4 lighting rebuilt with the new settings for V1.5. The red colour are spaces that only got a quick light build so far. I figure I'd give a quick technical explanation, so here we go. For example, the forecastle and well deck cannot be accessed by the player, but are mostly visible from other areas.) Areas coloured in aren't necessarily physically explorable. This is a plan I put together to keep track of my own progress in Demo401 as I continue reworking spaces for V1.5. Update from Derek on the Demo401 Progress PlanĪs many of you would have seen in the latest video update put together by our incredible creative director, James Penca, he teased a look at the latest progress plan.
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