Showing posts with label Lighting. Show all posts
Showing posts with label Lighting. Show all posts

Monday, March 1, 2010

Lighting models for games III

Last time we had just made the move to per pixel lighting which made a huge visual difference without changing our formulas even the tiniest bit. You might wonder why I didn't start using it and it's a valid question as the per pixel vs. per normal really doesn't matter for the lighting model. The reason I did so was to shoe the huge difference of applying high quality content can do to the look of an object. No matter how much work we do with our lighting models and formulas it doesn't matter unless we have a skilled artist by our side.


Monday, February 22, 2010

Lighting models for games II

Alright last time there was a lot of dusty theory of light that we had to cover. This time we will get down with the more practical side of modeling the effects of the light and actually look at the visual effects. For these examples I will use a model from one of our projects at TheGameAssembly.

I have to mention now in the case of artists watching this that most of the maps here has not been properly artists tweaked in fact I am working with none final content. Besides this I have tampered around a bit with the maps to make the effects I am trying to show more obvious.

Monday, February 15, 2010

Lighting models for games I

This is going to be the first in a series of lectures focusing on covering some lighting models for games and also the actual physical properties of light and materials they are based upon. We will also work with examples booth from real life and from a simple engine using some art courtesy of the students from TheGameAssembly.

But for this first part we will be focusing our attention on the different properties of light and actually understanding what is happening in the world around us. As in the end this is what we are going to try to simulate in the computer.