Eric Gooch recently posted examples of his level lighting work on Resistance: Fall of Man. http://www.cybergooch.com/tutorials/pages/lighting_rfom1.htm I like the presentation, rollovers. The lighting is too monochromatic for my taste, but nonetheless it's fun to look at. Haven't read all the text yet, looking forward to…
[ QUOTE ] if you want to get a better idea of these concepts applied to more finalised pipe look at the ratchet screens, the difference is night and day, no pun intended. [/ QUOTE ] wow, no kidding
[ QUOTE ] The lighting is too flat, imo. Particularly in the night scenes, there is too much ambient and very few darker areas. Very little variation in color either. Still, educational nonetheless. [/ QUOTE ] Agreed. I like the pixar idea that if you laid out final screen shots of your story boards, the color in the scene…
The lighting is too flat, imo. Particularly in the night scenes, there is too much ambient and very few darker areas. Very little variation in color either. Still, educational nonetheless. We don't have people specifically designated at lighting artists, but do have some folks that are much better at it. A lot of time our…
Color choices aside, it looks like you guys are using a normalmap-style lightmap (page4) so that the bump normalmaps appear to get directional lighting from the lightmap. It's like the bump maps are being illuminated by lightmaps, it isn't just an emissive-style flat lightmap only applied to diffuse, instead you're also…
yeah its actually great we have a dedicated lighting team now, all the guys come from studio lighting backgrounds or film, it really shows on ratchet, the bad thing about the resistance lighting info is that our tech was in its infancy at the time and it really doesn't show off what we can do now. but gooch knows his shit,…
Yeah Vig, I can see the point to that. A lot of people have crappy or badly calibrated monitors/TVs, and you definitely need to account for that. Avoiding dark darks makes sense, but I'd still like to see some more variation and areas that are at least a bit dim.
Cool rollovers. While working QA, I've seen this process go very slowly. It's annoying to see unlit levels, but then great lighting makes a huge improvement. I wasn't sure if many game companies hired artists specifically for lighting, thinking it was the Level Designerss job. But how many level artists study photography?