In order to see where I was with my improvements, I started by taking fresh renders of my level to see if anything glared out to me as needing improvements.
I could place more blood decals around to emphasise a struggle.
Adjust the wind levels effecting the cloth as it is bearely visible
Adjust the lightmaps in the tomb room, as light was leaking from underneath the walls.
Re-seal the tomb room instead of having the open window, as it looks unfinished. This was easily fixed by placing in another ceiling cap.
Using better lighting to show off the ceiling and statues better.
Do some final lighting experiments
In the main room, I decided that the rug needed to be switched from an emissive decal to a static mesh to improve the appearance.
I carried out some more improvements to polish my work. I needed to fix my lightmaps in the tomb room as the light was leaking from beneath the floor. I realised that this was because there was an area overhanging on the other side of the wall. I altered the position of the flooring to fix this and this resulted in a sealed floor. I had some trouble trying to fix this issue on other objects like the ceiling pieces, and so if I were to do this level again, I would ensure that no parts overhanged.
I also played around with the decals more, placing more around such as on the walls and sides of the columns.
I also found that I did not like the brightness of the rug decal, as it was plugged into the emissive channel. When unplugged, it was barely visible. I decided therefore to make a plane in 3Ds Max and use it for the rug, which resulted in a much better texture and appearance.
Rug decal with emmissive
I also took the time to try and fix the wind speed affecting the hanging cloth. I found that the mass was very heavy for these physics objects, and so I had to either up the wind speed or reduce the mass. I found that increasing the windspeed had better results as it still maintained the look of heavy expensive cloth being lifted by the wind, instead of thin fluttery cloth.
I went back into 3Ds Max to do another rig fix as I still wasn't satisfied with how the shoulder looked. I also noticed that the necklace was badly weighted and distorted as a result.
I spent a long time trying to fix the shoulder, but I realised that the weighting on the other side of the body was perfect in the shoulder region and so I decided to copy the weights from one half of the body to the other.
Fixed shoulder weighting
Fixing the weighting in the chest area
The result was a clip-free shoulder on both sides, which improved the appearance of the pharaoh in my level drastically.
As my level editing began to wrap up, I experimented with making a fly through of the level using a cine camera and a rail rig. I am counting this element as a stretch goal because I think it will take some time to edit, but I would like to have a fly through to show off my level eventually as I think it would show off the grandeur and scale of the building design better than just still images.
adjusting the height of the rail rig throughout the level
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