Honours Project Development: Colours Balance
- Miroslaw Sienkiewicz
- Jan 3, 2019
- 1 min read
Colours are very important in this project so to make my life easier I had to fix something that I previously did.
Post Process Volume is removed now, and camera settings are set to default.
Eye adoption has been unchecked in rendering settings as it changed brightness too much.
Room BP have additional Point Light which is set by following advice here https://answers.unrealengine.com/questions/446658/can-you-light-a-large-room-using-a-single-light-so.html so light is static and is pre-rendered which saves CPU resources in run-time.
Everything has been brightened because rooms were too dark and now colours looks exactly the same as in original images created in Gimp (graphic software).
Additional plugin has been installed to Gimp to create Normal Map from images and textures to use them in creation of materials. it was used to create transparent hexagonal texture for the ceiling so now it looks like a solid material and for doors texture which now is metallic to distinguish it from walls.