As I continued to flesh out my level, I decided that I needed a source of light. I didn't want to make braziers with large flames, as I wanted something more subtle and dim to accentuate mood, especially in the tomb room. Therfore I opted to make rounded burners, that would emit a dimmed glow. I made the burner based off of real life ancient egyptian burners, and exported it for texturing.
I decided that I wanted it to be purely copper with detailed engravings.
I used my alpha stamp designs to create a lotus design around tthe middle and the top edge of the burner.
I also added a middle trim, and some images of Osiris at the bottom.
In the meantime, I decided to texture the hollowed wall asset so that I could see the full effect of the lighting in the L Room. I used black granite on the inside, and although the statues inside the walls were barely visible at first, once the burner was added underneath I ended up with an ominous and mysterious visual effect. It matched the mood of the scene well.
I placed the burners around the level, particularly in the corridor room as the walls were very dark without light. I also updated my asset zoo.
For the flickering lights, I followed a tutorial online and adjusted it to what I needed. I created a timeline in the blue print and linked it to the intensity of the light source. From this I created an irregular zigzag pattern on the graph to achieve different intensities of light and slight intervals, all within 0.5 seconds.
I then linked this to a point light actor, and the result was a moveable flickering light that I could place inside the burners.
Finally I placed more burners in my level, on top of the doors in the main room. This added grandeur and assisted with edge lighting, and in game this would be a good indicator for player direction.
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