Devlogs
Temple of Cübe
The goal this week was to develop a level that demonstrated the different types of lighting and certain material effects. While experimenting with interesting ways to use lighting, I rotated a cube on its point and set it alone under a spotlight. I enjoyed the way it looked, so I used that as the inspiration for my level.
- Materials
- Walls - This material primarily demonstrates the use of a roughness map. The roughness map defines the space between each octagon as rougher than the rest and uses different shades of light gray for each octagon to create a shimmering effect.
- Orbs - The only texture this material uses is a normal map texture for glass. I defined color as a white vector and also introduced some refraction.
- Metal Cube - This material has a full metallic value while only having roughness at 25%. This creates a material that appears shiny without creating perfect reflections.
- Rock Cubes - This material is mostly rough but has some shinier areas in the roughness pass. Real rock will sometimes have shiny spots, so this makes it feel more realistic.
- Rectangle Lights - This material is simply a vector set to white plugged into the emissive channel.
- Lights
- Directional Light - This light is demonstrated through the skylight in the first room.
- Rectangle Lights - The lights in the hallway all use rectangle lights
- Point Lights - The glass orbs have point lights at their center to make them glow
- Spot Lights - These are the most frequently used because I thought the way they can make a space feel isolated was perfect for the look I was going for. They appear above the large cube in the first room, above the cube in the second room, and along the walls of the second room.