Lighting issues

Now that I’ve started replaced all the pieces with real models it’s about time I encounter another big issue. It wouldn’t be a learning experience without real problems to teach me I’m doing something wrong. I still don’t know a ton about how lighting and rendering works in Unreal, but certain objects will have different properties when you build/bake lighting. So I had an issue with certain models such as the doors and chairs bright as can be in the rather dark environment. I fixed it by re-baking the entire scene.

The issue I still have yet to fix is in the boss room and technically the entire level. Not only is it far too dark again, since I’m using modular pieces, the light does not blend on top of each piece. Since they are individual pieces the light is calculated on each one separately, creating the effect of them clearly appearing to be different parts. I can only guess at this point is has to do with some fancy schmany UV lightmap and perhaps there’s a way I can connect them together, or if it might be easier for me to build one bigger 3D model where it was a singular structure.

At least it’s nice to have a task for the week, a distinguishable dragon to slay. These lessons will come in handy when I build more stages in the future. Have to figure out how to make the level more interesting visually and also gameplay wise. I definitely would say it is rather lazy design, it’s a giant box connected to another giant box, with little boxes inside. The creative work came in when I dressed up the rooms. But once I figure out my lighting issues I will go back to the drawing board to see if I can find a way to liven up the level more.

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