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Frankie V's blog


Making Casa UE4 eps 3

posted Monday, 26 May 2014 by FS Frankie V
May 26,2014

OK in this update of Making Casa I'm going to cover a few questions popping up.

Looks to blocky.

Yes it does as 99% of the buildings are directly converted from brushes and more or less they are just box meshes that do not take well to advance lighting and rendereing system, like the one in UE4. Most problematic is smoothing groups, light, and shadows as they do not like right angles greater than 45 degrees and the result tends to be a hard knife edge corner.

There is however a simple solution to the problem that by chamfering a right angle edge, even by a small amount, the corner now becomes 45+45 and now Sg's, lights, and shadows will create a much softer transition.



Need tessellation.

The ideal for Casa, as a map that will come with the game, is to keep things as light as possible to maintain a high performance envelope to keep the competitive community happy.

Granted it's all going to look a bit dated but I'm sure third party will come up with the eye candy.

Lighting needs improving.

Good lighting is not a factor of lighting alone but an interaction between, lights, shadows, as well as texture levels that are properly balanced. The best practice is to stick with a working level of lights and as part of the polishing pass balance texture levels to match the environment.

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