WIP of the large shutters. In the process of texturing them, need to add a bit more to the model i think aswell.
2 dynamic light functions casting the light on the floor, had to use a fog volume applied to a simple static mesh to create the shafts of light. Brightness of everything can be easily changed depending on where we have the sun/what time of day it is. I turned off all the other lights currently on the level when making. Should be straightforward remaking it in the labs, there were a few issues with light casting straight through bsp so got around this by assigning lighting channels to certain walls/floors. Havent tried them on the bottom floor under water yet, could look good , but having 4 dynamic lights might be a bit mental, not sure.
Who we are
From concepting, visual design, research, asset building, level progression and finished pieces, this blog records the progression from 19th January to 30th March 2011.
Team members include Arron Manchester, Sam Clarke, Izzy Kahn, Sai Ali, Steven Jones and Tom Edwards.
For any questions or feedback please feel free to leave comments.
P.S A run through and fly through of the finished level shall be posted soon!