Lighthouse update !!!!

I have been working very hard on my lighthouse environment so much so that I have not had time to update this blog in a very long time.

So with that in mind here is an update for you all. Since there is so much I have updated I will use bullet points.

  • I have now redone the land using the landscape tool.
  • Adjusted the placement of many static meshes.
  • Replaced the ocean static mesh with a fluid Surface actor and modified the material.
  • Made a few new meshes, textures and materials such as tomb stone, oars and a lobster trap.
  • Fake volumetric light added for the lighthouse that rotates.
  • Total revamp of the post processing chain now with FXAA, Film Grain and Improved bokeh DOF.
  • New Speed tree models added. One of which I made myself.
  • Reworked the light in the game.
  • Found a couple of light map errors that have now been fixed. Some were mine but some were UDK library ones. I am not happy about these being broken.  Meshes responsible are:
    • GenericFoliage01.trees.Mesh.SM_GEN_Foliage01_LargeTree01_Opt
    • StaticMesh’GenericGrounds2.SM.S_GenericGrounds2_TreeVine1′
    • StaticMesh’LT_Clutter.SM.Mesh.S_LT_Clutter_SM_Rubble4′
    • StaticMesh’FoliageDemo.Mesh.S_RuinsTree_02′
  • Added wind.
  • Added decals for dead leaves and branches.
  • General optimization and material error fixes.

I have some footage track coming soon. Cannot wait to show you.

Images below.

Waves_03_WordPress

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