Week 9
- Nov 9, 2017
- 1 min read
I started the process in creating a dust particle as I do not like the starter content one and find it easier to make my own than to reverse engineer the existing one.
I have also struggled with lighting in Unreal this week. What I have been getting is a sharp contrast between one object to the next in lighting, rather than a gradation. I spent forever tweaking lightmap settings, creating custom lightmap UVs, tweaking the lights themselves, trying to fix it. After a bit, I realized it looked fine in one area, but was still being an issue in another. So, I tried to figure out was different between the two. Apparently, it was the attenuation radius not fully reaching the object. After realizing this I worked on placing shadow casting lights and non-shadow casting lights to replicate a realistic lighting balance while achieving the gradation between objects rather than a harsh contrast. There is still working to be done, but at least I have an idea of where to go with it now.
On another note, I ‘broke’ Unreal. It seems I somehow managed to get the editor camera parented to a piece of floor tiling. I like to think of it as 'I became the floor.' Shutting off Unreal fixed the issue, but it was amusing. I love this project.



































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