![]() ![]() ![]() The read of a scene's geometry is provided by both texture and light, which differentiate surfaces to provide depth and reveal contour, and I wanted to lean as heavily towards light as possible. Thus the first requirement of the design was determined: it had to be a space map.Ĭould I get away with building an entire map with one texture? Not literally one shader - art direction eventually necessitated a number of entries - but even the geocomp maps used multiple tones and colors in their texturing for breakup and highlighting. Lun3DM5 therefore provided a home for a number of ideas I had valued solely because they were against the grain, experimental, or just otherwise oddball.Ĭould I light an entire map with only the sky? I had the idea for the dome of suns, but could I rely on it entirely without needing a single point light? Such dome lighting works best when the entire object is in frame and the environment's color contributions are most obvious, so I would need to treat the level like such an object, surrounded by the infinitely larger environment of the sky. ![]() At this point, I would feel I was stagnating as an artist if I were to return to both the Quake3 engine and to post-industrial rivets-and-masonry stylings.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |