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Week Eight Update: Lighting and Asset finetuning

chanapakerd

Updated: May 25, 2021

For the past week, I have mainly been working on adjusting the lighting and adding more variations to the textures.

I worked on texturing the crate in substance painter to add in some more detailing to the scene. After having setdressed the scene a little more, I started adjusting the lighting. I was working on a different map to allow Vivi and me to work simultaneously, but that created some problems. Initially, we wanted to put all of the environment in one level since we wanted to implement some interactivity to it. However, in the end we decided not to incorporate the interactivity which allows us to work more freely. I tried to combine the first environment with the second one to make it easier to render but there were a lot of lighting mismatch whenever I try to migrate my lighting to the main level.

On the first, try the lighting turned blue(mainly due to the settings of the exponential height fog, but there were other settings as well.) On the second try it turned pinkish after the lighting bake. I we tried multiple attempts to fix the lighting, from adjusting the fog settings to the skylight and HDRI settings but to no avail, so we decided to render the first shot separately.

In the end, there were still some minor lighting issues which result in the line artifacts on the car since we didnt have enough time to render out a new version, but that can be easily fixed by adjusting the shadow bias settings.

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