DISCLAIMER: I do not know how different the lighting works in UT2007 compared to RoboBlitz and how EPIC implemtns and uses lighting in UT2007, so I might be wrong with my assumptions. But seing the screenshots from the UT2007 Trailer with some pitch black parts on characters I think I might be going in the right direction.
I had the idea when I sat in my room with only one lightsource in one corner but no parts not even under the table are pitchblack. This is due to radiosity.
There is no automatic radiosity in UE3, so it must be simulated (which is quite easy).
So I made a little room in UED and did the follwowing:
-Added a light in one corner
-Added 2 StaticMeshes in the center
-Set the PointLight properties properly
Here is the result:
http://www.fuegerstef.de/temp/light1.jpg
As you can see the cylinder in the center is unnaturally black. Not even the shadow it casts is that black.
So the next step I did:
-I reduced the PointLight's brightness in the corner a tad.
-Added one simple skylight (yes, inside a room) for the most simple form of simulating radiosity
Here is the result:
http://www.fuegerstef.de/temp/light2.jpg
NO, I did NOT paint the orange square in Photoshop. This is a bright orange cube that was in the room from the very beginning. YOu just couldn'T see it, because it was as black as the Static Mesh it was in front of
Here is the view from a different angle.
http://www.fuegerstef.de/temp/light3.jpg
So you see, even if EPIC paints the skins in neon-yellow they wouldn't been seen if they are unlit from one side.
And as you can see when you compare shot 1 and 2 I took, the impact on the mood on the walls is very minor. Shot 2 does not only look more realistic. It also adds a lot to the playability as we wouldn't need UTComp glowskins to see them.
You want this game to be a success, we the players, no matter if competitive or casuals want this game to be a success.
So I really beg you EPIC, to make lighting similar to shot 2. It will help realism and playability.



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