Game Development Reference
In-Depth Information
Summary
We learned a lot in this chapter about:
The diferent types of lighing used when designing in UDK
What lightmaps are and how to apply them
How to adjust lightmaps on CSG surfaces
Lightmaps on staic meshes
So what have we learnt? We have learnt about the diferent types of lighing used in UDK.
We know the basics of light mapping and how we can apply them to CSG surfaces and staic
meshes. In the next chapter, we will be looking at the diferent paricle efects used to bring
depth and character to our level.
 
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