Saturday 2 February 2013

Lights! Camera! Action! and Shaders!

Last week we were introduced to basic lighting and shading techniques such as the use of Phong and Blinn equations. Lighting and shading has been essential to fully expressing the vision of the designer creating vastly different moods from the same model or level with a simple change in lighting, immersing the player deeper into the world which you created.

Modern techniques mainly use 3 kinds of lighting/shading ambient, specular and diffuse that when combined create a realistic interpretations of real life lights and shadows.

Within the game Guild Wars 2 it is possible manipulate the level of shading within the game for purposes such as for improved computer performance or personal preference.

As can be seen in the image above there is no shading on any of the character within the scene but the buildings possess some diffused shading.

Where in this image all characters and buildings posses very clean well defines shadows. Here the developers use multiple passes to create these dynamic shadows, first from  the light's perspective and the second from the camera's perspective.

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