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Author Topic: Again, It's All About Lighting  (Read 598 times)

« on: April 28, 2014, 08:44:46 AM »
... well, graphics wise at least  ;D

i used to think that glossy bump mapping ala Doom3 was the holy grail of 3D game graphics... well, i was partly wrong... and it's the lighting that really makes the scene... the bump mapping and gloss being sorta like an after effect... a small enhancement...

i came to this realization  :D while making a scene in another game engine (Unity)...

sometimes, being able to see things from a different perspective (in this case from what the same scene looks like in multiple game engines), can help improve the visuals across the board... and for me it was the realization (i already knew this, but never really seriously applied it to RAD) that  i never really applied a "directional" light to a scene along with another (sunlight) source like i did in Leadwerks and now in Unity...

it makes a world of difference, as i hope the screenies below will show (edited the order and changed the original Unity screenie)...

the bottom most is the Unity scene... i was surprised at how well it looked with just the diffuse texturing and the lighting...

so i decided to do the same thing in RAD... the top is the same basic scene as done in Unity, default lighting and diffuse textures... kinda flat and plain...

then i added some bumpmapping to the sub for the second scene... a lil better, and this is what i was depending primarily on to compose my levels...

finally, the third  screenie shows what applying the sunlight as a pseudo directional light, and using one of GT's Point Light Shaders to light the sub, terrain, and jetty (the Ocean is using a different shader)...

the difference is apparent...  the lighting gives a more real world appearance to the scene... sorta like an early evening setting with the sun just starting to set...  the terrain takes on a "shadowed" appearance yet there is no shadowing at all being done here... no lightmapping...

the only bad thing here, for 3DRAD,  is the single point lights available in most of the PL shaders...  this is gonna require an additional lightmapping pass for interior scenes...


anyways... there you have it... my rant for the month...  hopefully someone will get something out of it that'll improve the level of the graphics in their 3DRAD project... 
comments, questions, insight, and critiques are always welcome...

--Mike
« Last Edit: April 28, 2014, 09:51:39 AM by Mike Hense »
« Reply #1 on: May 13, 2014, 08:35:28 AM »
Hello Mike, it looks nice lighting, a question, you can enter the submarine and handle it? 8)
There is a most powerful driving force than steam, electricity and atomic energy: the force of will

---Albert Einstein---
« Reply #2 on: May 16, 2014, 11:37:57 AM »
Quote
you can enter the submarine and handle it?

i can...  ;D


--Mike
« Reply #3 on: May 16, 2014, 11:54:02 AM »
Awesome :o :o :o, and is multiplayer- TheHades24
There is a most powerful driving force than steam, electricity and atomic energy: the force of will

---Albert Einstein---
« Reply #4 on: May 18, 2014, 10:43:54 AM »
what about the lighting in this one.
I be trippin!
« Reply #5 on: May 18, 2014, 12:42:10 PM »
oh and you know I think the softshadow shader would be good to use mainly on the normal maps because of how it lights the normal maps.
I be trippin!
« Reply #6 on: May 19, 2014, 03:47:52 PM »
Quote
what about the lighting in this one.

i don't see any exceptional lighting in the scene except the ambient lighting...  but it doesn't look like your goal is the same as mine... the graphics style in your scene is different mainly centered on accentuating the glossy car finish, and not trying to recreate a realistic world...


--Mike

« Reply #7 on: May 19, 2014, 04:33:03 PM »
Hi dogtorque, this is awesome :o :o :o, as you did, greetings - TheHades24
There is a most powerful driving force than steam, electricity and atomic energy: the force of will

---Albert Einstein---
« Reply #8 on: May 19, 2014, 05:00:33 PM »
Quote
what about the lighting in this one.

i don't see any exceptional lighting in the scene except the ambient lighting...  but it doesn't look like your goal is the same as mine... the graphics style in your scene is different mainly centered on accentuating the glossy car finish, and not trying to recreate a realistic world...


--Mike
I'm trying my best to create a realistic world.
I be trippin!
« Reply #9 on: May 19, 2014, 06:43:59 PM »
ooops.... sorry...  :D

it's just i didn't see any of the lighting effects on things i see when i look outside in the real world... like in the scenes from the last challenge...



there's shadows and the light seems to be coming from somewhere...



see this one... the terrain looks like there's a sun setting off to the left... so does the submarines...



some color to the lighting to make it resemble a dusk scene...

i just didn't see that in your scene, so i thought you were going another route...
different worlds and different types of games use different lighting to evoke whatever sense of immerssiveness they're trying to convey... cartoon cell shaded scenes... scenes like fourdee's futuristic racer... all different...

that's what i thought you were aiming for...

--Mike



« Last Edit: May 19, 2014, 07:08:56 PM by Mike Hense »
« Reply #10 on: May 20, 2014, 05:54:10 AM »
Hi dogtorque, this is awesome :o :o :o, as you did, greetings - TheHades24
what the waterfall?
----------------------------------------------------------------------------------------------------------------------

to mike:
the shadows in the forest track is still being worked on but the shadows for the skinmeshs on the car are light instead of being dark because there isn't a lot of sunlight to cause dark colored shadows in the scene. and I also still working on the lighting.
but you know I did figure an alternative for hdr see how the lighting in the second screenshot is brighter than the first.
-----------------------------------------------------------------------------------------
-dogtorque
« Last Edit: May 20, 2014, 06:02:57 AM by dogtorque »
I be trippin!
« Reply #11 on: May 20, 2014, 09:04:24 AM »
Hello dogtorque, yes, the waterfall has water falling animation or is it static? - TheHades24
There is a most powerful driving force than steam, electricity and atomic energy: the force of will

---Albert Einstein---
« Reply #12 on: May 22, 2014, 05:41:03 AM »
Hello dogtorque, yes, the waterfall has water falling animation or is it static? - TheHades24
it is animated by using the water script.
I be trippin!
« Reply #13 on: May 22, 2014, 07:54:06 AM »
Hello dogtorque, you have a video of the waterfall?
There is a most powerful driving force than steam, electricity and atomic energy: the force of will

---Albert Einstein---
« Reply #14 on: May 23, 2014, 12:13:28 PM »
Hello dogtorque, you have a video of the waterfall?
not yet. but I will soon.
I be trippin!
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