viernes, 7 de abril de 2017

Cathedral 1.0.4



1.0.4 - Update with more windows. colored windows. And we still work on the prefabs and more upcoming assets!


https://www.assetstore.unity3d.com/#!/content/81894

So, what you can find into the asset is quite clear. You will receive like.. 45 or more prefabs (all with those pivots in place, you know? Because it's better to work this way)

With those prefabs, you can build any, and I mean ANY level you can imagine, so, the idea is to create some sort of blocks, wich are size of 1.. 2 units. And you even can place them by scripting. Like.. just moving and rotating pieces around, and them, you won't see the seams. Wich is kind of difficult, when you work on enviroment and small modules, right?

Under this text, you can see, one level.. then the camera view from the inside.



And then, some "messy" view of the level, wich is made out of those blocks, wich you can place, select and do whatever you want. but from the inside would be like the image under it.



The "difficult" part would be the illumination, wich is not difficult at all.
You have indirect illumination, wich comes from emmisive cubes, those emmisive cubes can be hidden after baking the scene. (It is the most recommended way to illuminate a level)

Then, you will need to place some Reflection Probes, so.. you can see the white/color reflection at the floor on the image above. Also, keep in mind, if you use Deferred lighting, you can blend the reflection from different probes, is how we get the result you see.

And.. finally, to make the moving characters in the scene, or moving pieces (wich can be just the doors) you need to bake the Light probes, wich those.. tell you if a character gets illumination between probes, more light or less light from this space. And those need to be placed all over the place, where the character can move. (No need on the ceiling.. unless it can fly around or jump quite high)

If you are using smartphone end.. then, you want to use illumination less expensive, probably get to rendering path: Forward. Wich does not allow to blend the reflection probes (as one of the multiple things you cannot do)

Best recommendation to make the light of the scene

Keep it simple!

Start from the beginning. If you don't know what is going on on the light of the scene, then.. hide or deactivate things. Light sources.. wich are also reflection probes.

Now is a bit simple to see that on Unity 5.6 But.. you know? It got messy when they changed the names inside, and then you have to differenciate between light engine, lighning path, now the way of shadowing... My advice, is to get comfortable with the basic stuff, then try to add another thing. And try not to add something you don't know what is doing at the scene, this means, learn how to use it, if you want to use it, probably you won't apply it properly and make the scene go slower. That means.. study! And.. simplify

Color path? I don't know why they put the option.. they recommend to use the default one to get more public. It is hard to learn something when the people just throw the things inside and tell you to use it, without knowing what is going to happen at the mobile of.. who knows, mixed with.. another thing wich is new as well... Keep it simple, then, you will start to learn!

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