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Assignment 6 Materials and Lighting
By Anthony Wray
With Professor Derek Marunowski
At Full Sail University
Town Pictures
The fire on the barrel does provide light and shadows as seen. However I noticed that the level
seems dull and hard for the player to navigate.
When the player triggers the item light for collection, the light provides enough visible duration
to navigate but not enough if the player doesn’t take the time to be aware of surroundings before
they continue their journey.
In this photo shadows on the terrain indicate a great deal as to the layout of the level to the
player.
This photo was from the entrance of a building with only the light from the fire making its way
inside.
Although the lighting from the moonlight (directional light) adds some lighting on the town, I
feel that my town would cause the player to want to quit the game due to visibility issues.
Town Pictures with Added Textures
From this photo of added texture inside the buildings to accept the presence of light and reflect it,
the player will find that navigating the town is much easier and fluid.
The added texture to the wood on the fence perimeter allows the player to notice the shadows
that are caused from the moonlight and fire.
I placed reflective spectacles onto the building so the mesh would appear to allow the lighting of
the world come to life.
I wanted the concrete in the level to appear aged and found a good layer type to allow that. To
me I feel the right side that is covered by the tree allowed the concrete to be protected against
natural damage over time i.e. rain.
I noticed that the item collection was getting dull after seeing red after red when collecting items.
After examining each collectible item I chose to make the light reflect that of the items color
allowing the illusion of items giving off their own light.
In this picture the fire seems to breathe its own depth into the metal frame of the building by
adding a texture similar to the fire and allowing it to be reflective so as the player changes angle,
the shadows on the building shift just a little. However I felt something was missing.
I’m not that great at glass textures however I was able to manage something that I felt resembled
a lot of smoke film from the fire over a great deal of time. This is what I chose to add to the
above picture.
I wanted to take a great deal of time on this building because this is where the last item is
collected before exiting the town. I chose a texture to make it seem as if the inside of the building
was still undergoing construction from the ripples in the wall and how it is uneven near the
ground. Also the player doesn’t know it but they are in for a surprise with they leave the town
which will accent the lighting of the last item collected.
Outside of Town Pictures with Added Textures and Physics
I chose to help the forest come alive with glowing mushroom that in the story the player is made
aware they are poisonous, which may also explain why the rebels are really secret to keeping
anyone away from this place. Also the word Kapu means forbidden or sacred in Hawaiian, so
this really helps tie into the level. Also the fog density plays a huge role in bringing this
forbidden place to life.
From a high vantage point the fog is able to help mask the wonders of this valley. This picture
was taken before the town was revamped.
I thought I would play a practical joke to the player by providing a landing strip since when we
fly from a city we are accustomed to it; I thought it would help with the player making a
connection to a real life scenario.
To help with the glowing mushrooms I added particle spheres as if they were emitting self-
illumination.
Up close it becomes visible that a halo, point light, color texture, glass color texture, and a
particle system are what enabled this idea to work.
I added the same effect from the mushrooms to the river, which in gameplay allows an illusion to
appear as if the still water is moving.
Out of every image this was my favorite. I love how the sky seems to shine between the clouds
casting a ray onto the river as if the water feeds off the sun light allowing a potent poison to form
which is why there are glowing mushrooms in the level.
References
Unity. (2014). Unity - Game Engine. Retrieved July 25, 2014, from http://unity3d.com/
Wray, A. (Photographer). (2014). Added texture on inside buildings, Barrel and Item Lighting,
Barrel Lighting with Shadows, Concrete Realism, Dynamic Shading of Terrain Elevation,
Fire Reflection on Buildings, Illuminated Forest of Wonder, Inside Lighting from Fire,
Interior Glow, Kapu Fog of Illusion, Kapus' Own Natural Landing Strip Lights, Magic
Mushroom Lighting with Particles, Outisde Building Textures, Particle Light Spheres,
Reflective texture added to fences, River of Disbelief, Smoke Film on Glass, Source of
Magic, Secret Lighting View, Textured Metal Barrels, Without Electricity the Moonlight
Provides Light [Digital Images].

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Anthony_Wray_MaterialsLighting

  • 1. Assignment 6 Materials and Lighting By Anthony Wray With Professor Derek Marunowski At Full Sail University
  • 2. Town Pictures The fire on the barrel does provide light and shadows as seen. However I noticed that the level seems dull and hard for the player to navigate. When the player triggers the item light for collection, the light provides enough visible duration to navigate but not enough if the player doesn’t take the time to be aware of surroundings before they continue their journey.
  • 3. In this photo shadows on the terrain indicate a great deal as to the layout of the level to the player. This photo was from the entrance of a building with only the light from the fire making its way inside.
  • 4. Although the lighting from the moonlight (directional light) adds some lighting on the town, I feel that my town would cause the player to want to quit the game due to visibility issues. Town Pictures with Added Textures From this photo of added texture inside the buildings to accept the presence of light and reflect it, the player will find that navigating the town is much easier and fluid.
  • 5. The added texture to the wood on the fence perimeter allows the player to notice the shadows that are caused from the moonlight and fire. I placed reflective spectacles onto the building so the mesh would appear to allow the lighting of the world come to life.
  • 6. I wanted the concrete in the level to appear aged and found a good layer type to allow that. To me I feel the right side that is covered by the tree allowed the concrete to be protected against natural damage over time i.e. rain. I noticed that the item collection was getting dull after seeing red after red when collecting items. After examining each collectible item I chose to make the light reflect that of the items color allowing the illusion of items giving off their own light.
  • 7. In this picture the fire seems to breathe its own depth into the metal frame of the building by adding a texture similar to the fire and allowing it to be reflective so as the player changes angle, the shadows on the building shift just a little. However I felt something was missing. I’m not that great at glass textures however I was able to manage something that I felt resembled a lot of smoke film from the fire over a great deal of time. This is what I chose to add to the above picture.
  • 8. I wanted to take a great deal of time on this building because this is where the last item is collected before exiting the town. I chose a texture to make it seem as if the inside of the building was still undergoing construction from the ripples in the wall and how it is uneven near the ground. Also the player doesn’t know it but they are in for a surprise with they leave the town which will accent the lighting of the last item collected. Outside of Town Pictures with Added Textures and Physics
  • 9. I chose to help the forest come alive with glowing mushroom that in the story the player is made aware they are poisonous, which may also explain why the rebels are really secret to keeping anyone away from this place. Also the word Kapu means forbidden or sacred in Hawaiian, so this really helps tie into the level. Also the fog density plays a huge role in bringing this forbidden place to life. From a high vantage point the fog is able to help mask the wonders of this valley. This picture was taken before the town was revamped.
  • 10. I thought I would play a practical joke to the player by providing a landing strip since when we fly from a city we are accustomed to it; I thought it would help with the player making a connection to a real life scenario. To help with the glowing mushrooms I added particle spheres as if they were emitting self- illumination.
  • 11. Up close it becomes visible that a halo, point light, color texture, glass color texture, and a particle system are what enabled this idea to work. I added the same effect from the mushrooms to the river, which in gameplay allows an illusion to appear as if the still water is moving.
  • 12. Out of every image this was my favorite. I love how the sky seems to shine between the clouds casting a ray onto the river as if the water feeds off the sun light allowing a potent poison to form which is why there are glowing mushrooms in the level.
  • 13. References Unity. (2014). Unity - Game Engine. Retrieved July 25, 2014, from http://unity3d.com/ Wray, A. (Photographer). (2014). Added texture on inside buildings, Barrel and Item Lighting, Barrel Lighting with Shadows, Concrete Realism, Dynamic Shading of Terrain Elevation, Fire Reflection on Buildings, Illuminated Forest of Wonder, Inside Lighting from Fire, Interior Glow, Kapu Fog of Illusion, Kapus' Own Natural Landing Strip Lights, Magic Mushroom Lighting with Particles, Outisde Building Textures, Particle Light Spheres, Reflective texture added to fences, River of Disbelief, Smoke Film on Glass, Source of Magic, Secret Lighting View, Textured Metal Barrels, Without Electricity the Moonlight Provides Light [Digital Images].