Game Development Reference
In-Depth Information
are in a new folder called Scene-EntryWay. Any of these lightmaps can be
opened in Photoshop and lightened, darkened, or edited in any way desired.
There are a few functionalities that baking allows for (like emmisive materials—or
lighting a scene with luminescent materials—no light instruments required) that
have not been covered in this tutorial. They are assigned in the homework, but for
a little extra help check out Appendix C, “Emmisive Light Baking.”
Hopefully this chapter has given you a quick look at how to work with Unity lights,
and some strategies to attack a lighting scheme in different weather situations.
Through effective manipulation of shadows and even multiple lights, a refined
ambient lighting scheme that is flexible in implementation can be achieved.
Homework and Challenges
Challenge 1: Light and bake the hallway. A few tips on this. Bring in and
place a hanging light as modeled in earlier challenges. Within this light,
place a spotlight with a very wide Spot Angle ( Figure 7.35 ). Make the
spotlight a child of the geometry. Make sure the geometry is not Casting
Shadows. Copy and paste this hanging light in the places you plan to
put them. This populates the level with geometry that indicates the light
source as you light the scene. See my finished solutions in figures 7.36-7.38 .
Figure 7.35 Creating a light source that includes geometry.
Figure 7.36 Lit hallway.
Figure 7.37 Lit loading dock.
Figure 7.38 Lit pit.
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