Shimmer

#2
Below is how the actual lighting angles etc work.

The basic ambient lightsource (the first lightsource option that has no angle adjustments) simply allows you to brighten up the overall light of the map. ‎  I suggest keeping it ~80-100 tops...if you want a really dark area lower it to ~55. ‎  Anything above 100 makes the secondary light sources and the object local lighting very hard to see.

The secondary (and third etc lightsources) are the directional kind that really assist in the object shaind in SOM. ‎  You can tell that the folks who made the SOM version of Kings Field knew how to do this much better than I did when I made DD. ‎  Someday I may go back and tweak it to add better shading to the objects etc.

The below graphic should help someone figure out how the light directions works...though I may be backwards on the rotation (in other words, 90 degrees of X may point up from the bottom instead of down from the ceiling, I cant remember, but you get the idea).



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- Todd DuFore (DMPDesign)
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Messages In This Thread
Shimmer - by HolyDiver - 2010-08-21, 01:23 AM
Re: Shimmer - by dmpdesign - 2010-08-21, 04:01 AM
Re: Shimmer - by HolyDiver - 2010-08-21, 02:35 PM
Re: Shimmer - by Verdite - 2010-08-24, 05:54 PM



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