hear are some screenshots of the progress i have made so far.
The top priority now is completing meshes and getting them into the game engines.
Hear are some of the UDK Screenshots.
Hear are the Unity Screenshots of the updated lighting with the "sunset stile". Be it noted that the Sunset look will always make scenes look more unique, so a fair judgement cannot be made until both lighting directions and settings are at a simmiler level.
There is also much more noticeable "Bleeding" on textures in the Unity version, this is most likely due to Unity automatically generating the light-mapping UV's and not paying them out properly, even though the light-mapping has been set to a minimum of 4px (pixels) separating the second set of UV's from one another, there still seems to be a problem. Manual Light-mapping may be required as I have done with the UDK file.
The final judgement on the two game engines are hard considering that both have their own perks and disadvantages. At the moment I feel that I have less control over the Unity scene compared to the UDK file. This is mainly because Unity does a lot of options automatically without the ability to edit them. The hard shadows for example look soft, despite them being set to hard shadows. It also has a slight resemblance of a 3 point studio lighting commonly seen in rendering programs such as Keyshot.
Only thing that needs to be done with Unity is to increase the shadows somehow and it will look more like Outdoor lighting rather than interior lighting. (Note: Photon bouncing is set to as low as possible but still makes the shadows hidden)
UDK's lighting on the other hand is largely unchanged from its default. However despite this the results are largely more outdoor and accurate than that of Unity's.
On another note after looking over the roofing yet again, I have decided to work on "Roofing 3.0" which will consist of changing the rounded arias of the roofing with a curved Cylinder instead of trying to simulate it with just pure Normal Maps which will not effectively appear in Shadowed arias.
hear are some screenshots of the prototype so far.
The ends will have a plain on the ends with an opacity/Alpha map on them where a ZBrushed face will be with Dragon patterns on it, and then placed on the ends of the Cylinders with a Normal Map on them.
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