Look at this. It's another problem. Or is it? Seems like based off my research, Unreal is going to do this. Its just too thin! And unfortunetly that's just the way it is.
See how the lighting has no problem when it has a "thickness"?
I imagine this could be a problem in a future if it isn't solved, especially if lighting comes from inside a source. We'll just have to see.
Guess what! WE are back to working on game stuff. What Happened? The short answer is: Life. The long answer is me, the artist decided to do a bunch of commissions for other people over the course of 2024 and had no time to dedicate to geme assets. It was somewhat popular, and made me some money. It helped me increase my art skills as well. What's going on now? Turns out my brother (the lead programmer and co-game designer and story writer) is back in action, and is motivated. However, we have decided to work on a completely different game. I will explain that game more once I have the time to explain it. This motivated me, and now I am back to doing art. We also had the chance to sit down and work on story stuff. This was good and helpful in ways outside of just writing for this game. But heck, are the early parts of story writing so embarrassing. Nothing like seeing your ideas you thought were pretty decent get shot down for good logical reasons. Makes you feel dumb. But it truel...
Ultimately at the end of the day, I don't know shit. Did I render this right in Unreal 5? The short answer is... no. Anyways... What am I doing? Yeah? Right? - I think the big thing is, I haven't figured out a way to build everything from scratch. One of my biggest gripes about the unreal 5 engine, is the fact I cannot start with a completely blank project. It comes with a sun, baked lighting, some cool other effects, and a bunch of default settings I am not going to use. I spend HOURS wondering why everything looked extremely high contrast and saturated - which I found out was caused by the camera deciding to auto expose itself. If this was the real world, AWESOME, I would love a camera that corrected lighting and made it easier to see. But for a video game? No, this isn't going to work. Well, it's not going to work for me . Did Paper Mario have this intense of lighting? No. So, me trying to delete things without making the fun...
Yes... that's a big room. So anyways. This is what I got done today. The celing, I don't like. It need support beams, the "truces" if you will. But seeing things in a large sort of way is inspiring, to say the least. I wish my bother was home and awake, because I have story ideas to pitch to him, and I need him to listen.
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