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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