Friday, 26 May 2017

Rendering and Lighting for Computer Games Animation - Peer Review

As per usual with a peer review session, I came up with a series of questions on which I felt I required feedback, with this in mind, the questions I asked were as follows;

Q1. Do you feel the colour/tone of the god rays are suitable for the scene, taking into account the colour of the skybox in engine? If not, what adjustments do you feel I could make to the god rays to make these more appropriate?

Q2. Do you feel as though the desk area is lit well enough? if not, what would you suggest adding to the scene to light any of the darker areas?

Q3. Do you feel the detainment cell area of the scene is well enough lit? if not, do you have any suggestions to improve lighting in this area?

Q4. Do you feel the dimly lit approach I have taken is appropriate for the scene, or would you prefer a scene such as mine more brightly lit?

Q5. Do you have any general feelings on the scene overall which you feel may improve it?

Peer Answers Below;

--------------------------------------------------------------------------------

Peer 1 / Wayne:

A1. The colour and tone of the god rays are generally quite nice, the directional light shafts are great - arguably the god ray mesh material itself could be slightly more 'pink' to match but it looks and generally feels great.

A2. Yea I like the desk, doesn't feel off whatsoever and serves to show off the small mesh textures on the desk too. The desk adds 'humanity' to the scene as if you only had cells it could easily feel like more of a dark dungeon I suppose.

A3. Almost spot on, the larger cell at the end could have another point light between the two at either end just to keep the central section from being a bit too dark. What I'd do here is just dupe one of those lights align it to the centre of that cell then lower the attenuation radius so it doesn't look like another point light on the ceiling but just spans a proper light volume across that detainment cell in particular. This is fine tuning though.

A4. I think the dimly lit approach is fine and is a good idea to get quick results with shadows bouncing between the cell pipes etc. Also allows for good use of directional light impact on the interior through blinds etc

A5. Ohter than the two suggestions the only think I could think of would be to put a bit of life into the cells, beds/sheets/broken down bits and pieces. Other than that and the suggestions made in previous questions I think the scene is pretty solid.

--------------------------------------------------------------------------------

Peer 2 /  Darren:

A1. I think your god rays fit your scene nicely and the effect of having a 2D and actual bloom adds a really nice effect. all I can say is maybe and a bit more of a orange/yellow tint to your 2D god rays.

A2. Ye I think the desk adds to the the scene, and the lighting emphasise the smaller items.

A3. I think the lighting for the cells is great keeping the dark and gloomy feel with out being to bright or to dark.

A4. I think with the small space and the not high capacity of models the dark a scene benefits you. I believe if the scene was to be more filled out then you would have to try and brighten things up a bit.

A5. I think you could go off what I comment in the last one and fill out the scene more then brighten it up as I believe it is a bit empty for a police station.

--------------------------------------------------------------------------------

I will build upon the peer feedback provided, and make any changes in detailed changelog posts later in this blog.

No comments:

Post a Comment