MinerOfWorlds Posted December 20, 2016 I want to make my maps to have shadows but i don't know how to make it look realistic (i don't want shadows to look too big\small for the object) any tips? 0 Share this post Link to post
Voros Posted December 20, 2016 Take a flashlight and shine it in various angles of a box-like object. Observe how the shadow looks in various angles, understand it, apply it in Doom. Then, fine tune the shadows to perfection. nice custom title 0 Share this post Link to post
MinerOfWorlds Posted December 20, 2016 Voros said:nice custom title I didn't make it how would i change it? 0 Share this post Link to post
Sick Bow Posted December 20, 2016 What I do is just place my light sources after I've built the map, then just imagine how the light would shine in real life. For instance, if it's a ceiling light, I make several scaled up rectangles around the light on the floor, and gradient the light from the center outward. I always do this last, because it's difficult to mess with sectors if you've already chopped them up for lighting. Here's an example: Top-Down 3D If it's a wall light or a torch, I just extend it out the same way, but pay respects to corners and such. The gradient tool in Doom Builder 2 works so well for this. You can go a bit overboard, like I tend to do, and you end up burdening yourself with lighting when really it's not super important. Here' an example: Top-Down 3D I'm no expert, and it probably doesn't look so great to other guys here, but this is how I do lighting. Ignore my monster-placement, this is the first level of my first mega-WAD I'm working on. 0 Share this post Link to post
Edward850 Posted December 20, 2016 MinerOfWorlds said:I didn't make it how would i change it? FAQ 6. This guy has something under his nickname that nobody else has. How do I get one? 0 Share this post Link to post
MinerOfWorlds Posted December 20, 2016 Sick Bow said:What I do is just place my light sources after I've built the map, then just imagine how the light would shine in real life. For instance, if it's a ceiling light, I make several scaled up rectangles around the light on the floor, and gradient the light from the center outward. I always do this last, because it's difficult to mess with sectors if you've already chopped them up for lighting. Here's an example: Top-Down 3D If it's a wall light or a torch, I just extend it out the same way, but pay respects to corners and such. The gradient tool in Doom Builder 2 works so well for this. You can go a bit overboard, like I tend to do, and you end up burdening yourself with lighting when really it's not super important. Here' an example: Top-Down 3D I'm no expert, and it probably doesn't look so great to other guys here, but this is how I do lighting. Ignore my monster-placement, this is the first level of my first mega-WAD I'm working on. I forgot all about the gradient tool i've been doing it by hand so i didn't do that much detail. the lighting looks great i'll try that thanks! 0 Share this post Link to post
Sick Bow Posted December 20, 2016 MinerOfWorlds said:I forgot all about the gradient tool i've been doing it by hand so i didn't do that much detail. the lighting looks great i'll try that thanks! Like I said, try not to go insane with it. It'll end up eating a bunch of time, and you'll have problems like intersecting light sources with different brightness and stuff. Good lighting can make a map look a ton better, but it can't replace good gameplay. Post here if you come up with something cool! I'm learning, too. 0 Share this post Link to post