Monday, February 11, 2013

Underwater Status Update

Things are moving along!  Everything is roughly blocked out right now.  The terrain is just to ground the environment and will be replaced once I get to it.  It's just a static mesh from Maya.  I'll be using UDK's terrain editor in the future to replace it.

The foliage is roughly scattered.  Textures are all pretty flat, again, just to establish a feel for the environment.

The newest stuff include an added lightmass importance volume, mapped a caustic material to a dominant directional light and also enabled light shafts in the light.

Now, I'm struggling with figuring out how to create a water and post processing volume for the entirety of the environment, BUT, excluding the interior of the foreground dome.  That, and also how to create faked god rays/light shafts which flicker by interacting with the water's panning normals.

All new stuff for me.  So going nuts on it with a deadline of Thursday.  Weeee!

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