This blog features projects I'm working on for the Game Art Design course at DeMontfort University, Leicester.
Sunday, May 8, 2016
Realistic Basketball Court - Final Fixes and Reflection
After fixing the problem on the glass (which was caused by a stray godray plane not being unchecked for casting shadows) I'm calling the environment done, as I need to move on to the other projects.
I've rendered a movie in UE4 using the matinee editor to show off the lighting and reflections that don't come across in the stills. I've also added small animated elements to some of the assets to bring the scene to life for the flythrough, I just need to find a way to upload it as my internet connection is terrible.
On reflection there are some things that I didn't fulfill with the environment and might still change if I have time. Firstly, the ladder on the side of the building was modeled for the intention of the player being able to climb up onto the roof, to increase the playable area, however the triangle budget didn't spread out enough to allow me to populate the roof with the same detail. Also having the roof as a playable area would mean I would have to create a believable way to fence the player in so as not to walk off the edge.
This brings me to a related point that I'm not too happy with. Although the city surroundings were merely a backdrop for the environment, the sometimes visible horizon and deep surrounding void don't really promote a believable situ for the basketball court and make you feel a lot higher off the ground than intended.
Another notable change I would make in reflection is that most of my props are small in scale and one of the cool things about the reference is the random larger objects found scattered around. Something I should have focused on modelling in hindsight, as I think the center floor of the court is lacking a focal point and most of the interesting compositions now come from the edges and buildings.
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