Level Assembly and Lighting Class

The starting blockout of the map. Very basic.

The starting blockout of the map. Very basic.

This was our Material Pass. The materials were updated over the month as I went along, but this was were it started.

This was our Material Pass. The materials were updated over the month as I went along, but this was were it started.

After applying some basic lighting effects the spookier mood finally started showing.

After applying some basic lighting effects the spookier mood finally started showing.

The screenshots of the final level are presented here. After some added effects and tweaks to the lighting and materials, the spaceship's halls finally started to look like they were booting up.

The screenshots of the final level are presented here. After some added effects and tweaks to the lighting and materials, the spaceship's halls finally started to look like they were booting up.

An image detailing some particle effects not visible in other angles. The odd dust is meant to be coming from this particular door. Why? That's up to the player to find out.

An image detailing some particle effects not visible in other angles. The odd dust is meant to be coming from this particular door. Why? That's up to the player to find out.

This month my class focused on Level Assembly and Lighting. It was interesting for sure and a lot of fun, but stressful at times and very time consuming. I wish my Vert Painting would have come through better, and there were difficulties encountered with the UVs when I was laying them out. However, I am really happy with the Particle Effects and overall feeling and mood of the piece.