Friday, September 11, 2009


Right now I am in the process of relighting about 50 models and adding textures sets 2 & 3.

The lighting is fairly labor intensive. With the old kind of crappy lighting, I could slap in a light or three, render, and in a matter of minutes be done with it. The new better lighting takes a lot of fussing and trial and error. The benefits being that it looks better and takes up less disk space, using just 1 light map texture file as opposed to the often numerous light map files the old light mapper would create. (80+ for a large detailed model).

I have had to go back to removing the light sources (IE Lamps and braisers) due to a glitch where I could not get them to light properly. Having a dark flame looks more unnatural than having no flame at all, so they got yanked. I will still include the light source models with the kit though. If folks wish to use them, they can place them near light blooms and maybe even add in a nice particle effect to make it look really good.

2 comments:

The Rampant Coyote said...

I'm getting to the point where I'm doing much of my lighting via in-game (static) light-sources. It's pretty amazing both how much good lighting improves things, as well as how much time has to go into getting it right (and I don't claim to be able to get it right....)

Arcane said...

I think that in-game lighting is probably best if your engine can do a better job of it than the light mapper. It allows you to greater control over where you want your light sources and mood settings. You have no control over these things with pre-light mapped models.

On the other hand, you can always pull the existing light maps and light them your way, so no harm in having them. Also saves a HELL of a lot of time for developers who don't want to get into that, or are not skilled in lighting (not that I am terribly skilled in it myself ;)

But I agree, good lighting can really make your scene/zone!