Week 11 - Working with emissive maps

Since I now understand and have figured out how to get emissive maps working on 3D assets, I have started to add them to more of the assets I have been working on as I feel this will help our level look a lot better and give it much more mood and atmosphere to help show of our level.


I have been working on the jukebox again because the first time I did it was a test to see if it worked. So I went over the emissive map and added in some more parts which could be lit up so that it makes it look more realistic.




It really gives much more life to the asset even though without the emissive it still looks okay but it stops it looking boring and plain and gives it that extra detail and light.



Next I worked on getting the emissive work for the windows which will be in our scene. Some may be lit more than others just because we don't want to have the same brightness on all the windows because it will look too repetitive.




This is the first window I worked on getting emissive to work on. I find that it is quite hard to get the correct lighting for windows so that it looks like it fits properly. With the windows we can have some that have no light and some with light like shown in the image above.


Here is the next two windows I worked on showing different types how bright the emissive map is on each one.






The last window image as you can see is a lot brighter than the 2 before it because I want to show that you can change how much you want it to emit.  




Next I worked on the fruit machine emissive map. This took longer than the others as I had to make sure that I had every part needed to bit lit for it to look natural and so that nothing looked too odd.  

 The next most important part in which I needed to make sure had emissive maps applied to them is the traffic light and the street lights since these will be a lot more noticeable and there will be more spread around the level.




They may be too bright but you can't really tell what this will look like until it is into the scene. This is to make sure it works fine.


 The next important part was the lights inside the pub which also needed an emissive map in order for them to look realistic and make them more luminous as if they are switched on. 


 






 After finishing with the main more noticeable assets, I then went in and finished off adding emissive maps to the last bits which I think needed the lights to be on and for it to look more natural and give of that extra lighting for the level. The image above shows lights coming from the bollards. With the lanterns in the image below I decided to give it more of a yellowy white colour so that it gives of some luminous yellow lighting and gives of a nice glow effect around the asset.







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