Further lighting and optimization

I finished the rest of the course on being an Environment Artist today. I learned more about the reasons behind creating blockouts and how helpful it can be for a team and in general when prototyping a level. So far my blocking hasn’t been that great and I can definitely improve in that aspect.

The optimization for the environment design was very useful to learn and it reminded me how to auto generate LODs on objects. Then I learned further how to generate Light maps for objects which help for lightning information.

Just like before there were a lot of lessons I had already learned such as creating master materials, instances, and a basic overview of lighting. Many Unreal lessons are focused on making sure that the student knows everything that is being covered.

Overall it was an excellent lesson and I had already started looking through the first stage at the complexities of the materials as well as the lightmaps for the objects within the scene. You can never go wrong with always trying to further optimize the game. I will go over each level and use these special viewing modes to see what I can fix and improve.

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