{"id":1484,"date":"2018-09-29T17:55:36","date_gmt":"2018-09-29T17:55:36","guid":{"rendered":"http:\/\/huesgfx.com\/firedrake\/?p=1484"},"modified":"2018-09-29T17:55:36","modified_gmt":"2018-09-29T17:55:36","slug":"lighting-3d-dungeon-levels-in-unity","status":"publish","type":"post","link":"http:\/\/huesgfx.com\/firedrake\/lighting-3d-dungeon-levels-in-unity\/","title":{"rendered":"Lighting 3d dungeon levels in Unity"},"content":{"rendered":"<p>It\u2019s funny what a few days can do for your perception.\u00a0\u00a0\u00a0\u00a0 I did a full play through a few days back and was fairly happy with the lighting and the general overall look and feel of the FD levels.\u00a0 Then, I got into the weeds of fixing a bunch of bugs and \u00a0last night I did another play through\u2026 and was not so happy with the lighting in Firedrake.<\/p>\n<p>When I first started deving firedrake I was targeting the S6 and S7 level of mobile hardware for the Gearvr.\u00a0\u00a0\u00a0 The specs for creating VR on these platforms is \u2026well\u2026somewhat less, shall we say, than deving on a full PC.\u00a0\u00a0 \u00a0\u00a0So, my level designs and architecture had to be really simple to run well on these small, low power devices.<\/p>\n<p>Since then, I have realized FD plays best on high performance devices such as the S9 and the Oculus Go and have bumped up the dev specs to handle these platforms, but that means that the levels still have the legacy of being developed for the slower platforms.<\/p>\n<p>One saving grace is that Unity has a really robust and lovely lighting module.\u00a0 This allows me to really work on lighting the levels with some fun light sources and have all sorts of cascading shadows, light pools, and multi-colour lighting blends and the like to add some life to the levels.\u00a0\u00a0 \u00a0\u00a0\u00a0This type of lighting REALLY helps in hiding some of the simple level designs as well.<\/p>\n<p>FD takes place primarily in dungeons and dank places, so I was always after a dark, shadowy low light type of atmosphere.\u00a0 \u00a0\u00a0\u00a0I took a few months of trial and error to really figure out how to run and render the lights in the 3d levels effectively, but I think I have a pretty good handle on it now, but I noticed that many of my level designs ended up being somewhat \u201cmono-chromatic\u201d\u2026 meaning that one colour of light primarily took over.<\/p>\n<p>Lighting can be a real science of its own and in 3d modeling or 3d game level design, trying to get the radioacity and light bounce right.\u00a0 Making sure the light source reacts well to the 3d object textures or working with the shadow cascades. \u00a0It\u2019s not uncommon to have full teams that do nothing but apply lighting to the levels and models of a game or VR experience.\u00a0 \u00a0\u00a0\u00a0\u00a0Well on this team, it\u2019s just me and the surly Siamese cat\u2026.<\/p>\n<p>It was planned from the start of experience design that each level, or in the case of Firedrake: The Catatombs of Doom, each cluster of levels, would have their own, unique lighting colours.\u00a0\u00a0\u00a0\u00a0 I did this to help differentiate the quests and objectives within the game as a subtle UI element.\u00a0 Each main quest has its own colour.\u00a0 But in the play through last night, I noticed that the main colours actual \u201ctook over\u201d and seemed to dominate the levels.<\/p>\n<p>This felt wrong somehow\u2026.<\/p>\n<p>So, I spent a few hours going through the levels and balancing out all the primary lights sources with some complimentary colour lights to balance them out. \u00a0\u00a0\u00a0The end effect is a much more dynamic and visually interesting lay out I think.\u00a0\u00a0\u00a0\u00a0 I still have some tweaking to do throughout the levels to really blend and make all the lights harmonize a bit better\u2026.\u00a0\u00a0 But it was a good first effort and a move in the right direction!<\/p>\n<p>\u00a0<\/p>\n<p>Image #1\u00a0\u00a0\u00a0 The old lighting model from a week ago.\u00a0\u00a0 These levels primarily used a red lighting theme.\u00a0 While it worked, it seemed to me that the red lights just took over and were somewhat uninteresting after a while.<\/p>\n<p><a href=\"http:\/\/huesgfx.com\/firedrake\/wp-content\/uploads\/2018\/09\/light_red.jpg\"><img loading=\"lazy\" decoding=\"async\" class=\"aligncenter wp-image-1486\" src=\"http:\/\/huesgfx.com\/firedrake\/wp-content\/uploads\/2018\/09\/light_red-300x199.jpg\" alt=\"\" width=\"600\" height=\"398\" srcset=\"http:\/\/huesgfx.com\/firedrake\/wp-content\/uploads\/2018\/09\/light_red-300x199.jpg 300w, http:\/\/huesgfx.com\/firedrake\/wp-content\/uploads\/2018\/09\/light_red-768x509.jpg 768w, http:\/\/huesgfx.com\/firedrake\/wp-content\/uploads\/2018\/09\/light_red-1024x679.jpg 1024w, http:\/\/huesgfx.com\/firedrake\/wp-content\/uploads\/2018\/09\/light_red.jpg 1514w\" sizes=\"auto, (max-width: 600px) 100vw, 600px\" \/><\/a><\/p>\n<p>\u00a0<\/p>\n<p>Image #2\u00a0\u00a0\u00a0 The same level after adding a couple of green colour complimentary lights to balance the red lights.\u00a0\u00a0\u00a0 It\u2019s far more visual interesting.<\/p>\n<p><a href=\"http:\/\/huesgfx.com\/firedrake\/wp-content\/uploads\/2018\/09\/light_green-1.jpg\"><img loading=\"lazy\" decoding=\"async\" class=\"aligncenter wp-image-1487\" src=\"http:\/\/huesgfx.com\/firedrake\/wp-content\/uploads\/2018\/09\/light_green-1-300x200.jpg\" alt=\"\" width=\"600\" height=\"400\" srcset=\"http:\/\/huesgfx.com\/firedrake\/wp-content\/uploads\/2018\/09\/light_green-1-300x200.jpg 300w, http:\/\/huesgfx.com\/firedrake\/wp-content\/uploads\/2018\/09\/light_green-1-768x512.jpg 768w, http:\/\/huesgfx.com\/firedrake\/wp-content\/uploads\/2018\/09\/light_green-1-1024x683.jpg 1024w, http:\/\/huesgfx.com\/firedrake\/wp-content\/uploads\/2018\/09\/light_green-1.jpg 1512w\" sizes=\"auto, (max-width: 600px) 100vw, 600px\" \/><\/a><\/p>\n","protected":false},"excerpt":{"rendered":"<p>It\u2019s funny what a few days can do for your perception.\u00a0\u00a0\u00a0\u00a0 I did a full play through a few days back and was fairly happy with the lighting and the general overall look and feel of the FD levels.\u00a0 Then, I got into the weeds of fixing a bunch of bugs and \u00a0last night I [&hellip;]<\/p>\n","protected":false},"author":1,"featured_media":1489,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[8],"tags":[],"class_list":["post-1484","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-the-firedrake-blog"],"_links":{"self":[{"href":"http:\/\/huesgfx.com\/firedrake\/wp-json\/wp\/v2\/posts\/1484","targetHints":{"allow":["GET"]}}],"collection":[{"href":"http:\/\/huesgfx.com\/firedrake\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"http:\/\/huesgfx.com\/firedrake\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"http:\/\/huesgfx.com\/firedrake\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"http:\/\/huesgfx.com\/firedrake\/wp-json\/wp\/v2\/comments?post=1484"}],"version-history":[{"count":1,"href":"http:\/\/huesgfx.com\/firedrake\/wp-json\/wp\/v2\/posts\/1484\/revisions"}],"predecessor-version":[{"id":1490,"href":"http:\/\/huesgfx.com\/firedrake\/wp-json\/wp\/v2\/posts\/1484\/revisions\/1490"}],"wp:featuredmedia":[{"embeddable":true,"href":"http:\/\/huesgfx.com\/firedrake\/wp-json\/wp\/v2\/media\/1489"}],"wp:attachment":[{"href":"http:\/\/huesgfx.com\/firedrake\/wp-json\/wp\/v2\/media?parent=1484"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"http:\/\/huesgfx.com\/firedrake\/wp-json\/wp\/v2\/categories?post=1484"},{"taxonomy":"post_tag","embeddable":true,"href":"http:\/\/huesgfx.com\/firedrake\/wp-json\/wp\/v2\/tags?post=1484"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}